I love procedural materials too, but in a complicated scene with lots of procedural materials, rendering times can become unacceptably long. This is a clever way to achieve a psuedo-procedural result while keeping render times acceptable.
Very very interesting video. I would like to know if there is a way to do the first methode of avoiding repetitions of the textures using just Geometry Nodes instead of the Shading. Thanks a lot ❤
This video was just made a day ago? I wish I knew this sooner, this would have solved a lot of my problems with the tiling issue, though there is one thing I'd like to figure out Is there a way to effectively import the fixed textures into Unreal Engine without having to shrink the textures which basically makes them loop worse?
Hi Ryan, Is there a way to use this technique in Geometry Nodes, for displacement textures? Sorry for the noob question, I only started using Blender just over a month ago... :)
This texturing method only really works on a pretty flat surface, for something like a mountain youd get a lot of stretching in different vectors when you spin the rotation using vornoi
1:29 DO NOT DO THIS. If you work for a studio or you're an intern scaling up the uv like that will get you some serious trouble(like fired day one trouble). Use the scale in the mapping node not in the UV editor. It's very important your UV fit inside that tile for a bunch of reasons.
@@mochi4259 Sure when you go outside the bounds of the UV tile your making a mess for others and other software. So going outside the uv bounds will make doing things like UDIMS and painting software like substance break. You'll also run into a ton of issues if you hand it off for sculpting. Same for for game engines and pretty much anything that expects texture cordinates to be in bounds. If you need to tile your textures do it in the scale of the mapping node they do the same thing but won't break an export.
@@RyanKingArt ? how so, there are standards. A person should never have to open a file that has UVs out of bounds when there's scaling in the texture. This is like day one stuff.
@@RyanKingArt So if I understand this correctly having 3 textures let's say color, roughness, and normal all going through a texture coordinate / mapping node and I scale the mapping coordinates by 10 (on a plane) and then duplicate that same material except with scaling back to default (1) then scale the UV by 10 I would have the same result? I get that if there are textures that are not going through the mapping node and that is scaled then it won't apply to textures not going through it whereas UV effects everything, but in the situation above would there be a difference?
The seams can be visible for bump, and especially micro displacement maps. Even if there is a limit to the number of "unique orientations", four instead of infinite, in many cases you'll be better off using the color outputs (separate RGB) of a noise generator. 1 mixed with 2 based on R, those mixed with 3 based on G, those mixed with 4 based on B. Since you're not messing around with coordinates but pre-oriented textures, there will not be any seams. Sure, voronoi offsets have its uses, but why is this the *ONLY* technique people talk about, when voronoi does have issues that can - in some/many cases be solved? One limitation is box mapping though; you'll have to work with offsets and scales (incl negated scales) and keep rotations to a minimum due to the fact that you can't rotate coordinate vectors for this mapping style. There are ways around this, such as manually setup triplanar mapping (incl soft blend), but that's getting kinda complex at this point.
Man could you elaborate on this? I've seen the voronoi method for years. I think one guy invented it and all the noob baiting tubers are just copying it. So do you mean you have your texture rotated in the four cardinal directions and those are the layers you blend together? Wouldn't you still have seams unless you make your "cells" just a square grid aligned with your texture's tiles? 🤔
@@radicant7283 On each of the four image instances, use a mapping node where you can do any rotation and any scale, including negative for mirroring, and any offset. Using it on image based box mapping (instead of a manual triplanar setup), rotations can only be very limited before stretching (due to the nature of this) kicks in, so there only varying scale/mirror and offset can be used. It's showed on BlenderArtist numerous times, incl yesterday. I probably wouldn't use it on large terrain or when the repetitions are very dense, but I use it all the time for the work I do.
Gawd, seriously just add a link in the description to a video about "how to install node wrangler" Having to watch that on every single tutorial I watch It's just incredibly painful.
yeah I understand, but if I don't mention it in the video, then I get tons of beginners asking in the comments how to turn it on, because its not working for them.
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your vids are so helpful, i wish i had money to reward you for sharing all this blender wisdom for free, but in the meantime have my likes 👍👍👍👍👍
thanks!
Another awesome guide, Ryan! If someone wants to pixel peep, they can also use the white noise technique to blur out those sharp voronoi regions.
Thanks for checking out my video! I have not heard about the white noise technique. Is there a video or article on it that I can check out?
3:14 when you zoomed too much in your object i thought that i can see some macroscopic grass
Oh haha I think that was the HDRI in the background
Thanks very much, Ryan.
This is one reason why I really like using your procedural materials: enormous surfaces can be covered with no tiling, ever!
glad you liked it
I love procedural materials too, but in a complicated scene with lots of procedural materials, rendering times can become unacceptably long. This is a clever way to achieve a psuedo-procedural result while keeping render times acceptable.
The King is back with a huge speech 💪
thanks
Quick, Simple and Effective! Thanks!
You're welcome!
Wow, 🤩 you found a simple method, now I want to go and run Blender. I'm impressed with your method, thank you very much.😮😊👍👍👍👍👍
thanks for watching
This is extremely useful for what I have planned, thankyou sir!
Glad it was helpful!
Thank you very much!
You're welcome!
I really like the way the mix of the two materials looks, I imagine you could also use some vertex paint as additional masking. Nice video!
Tutorial that I needed, thanks ❤
You're welcome!
Very very interesting video.
I would like to know if there is a way to do the first methode of avoiding repetitions of the textures using just Geometry Nodes instead of the Shading.
Thanks a lot ❤
Awesome tutorial man, I've been struggling to figure this one out for awhile now 👍
This video was just made a day ago?
I wish I knew this sooner, this would have solved a lot of my problems with the tiling issue, though there is one thing I'd like to figure out
Is there a way to effectively import the fixed textures into Unreal Engine without having to shrink the textures which basically makes them loop worse?
Have you found a solution for this?! I'm facing the same issue here !
I had used corona renderer before which has function uvw randomizer for such work but i was hoping similar thing in blender and today i find it.
Simply explained, thanks 🙏😊
welcome!
Ryan you saved my ass by doing this tutorial, hope to see more from you
glad it helped!
This could also be quite useful for animating a "wet ground" variant of a ground texture. Like if it starts raining in a scene or something
This soo much useful, thanks😀
Glad to hear that!
This's gold information
Thanks for share
welcome!
Awesome tips. Thank you
Glad it was helpful!
@@RyanKingArt I remember watching a tutorial a while ago that did the same thing and it kinda confused me. This was simple and effective
Good tutorial, thank you.
You are welcome!
Wow, this work so well. Thank you~!!!!
welcome!
Thanks chief
welcome!
WoW nice Thx
welcome
That's Nice one.
Thanks!
Excelent! I need to make a huge rock and probably I will use this
cool!
Thanks
useful information
glad its helpful
@@RyanKingArt 🙏😌
Very nice
Thanks!
Truly amazing!!
thanks
Very good thanks !
A great video! Thank you!
Glad you liked it!
amazing 😮
thanks
Thank you
welcome!
great !
thanks!
awesome!
Thanks!
Ooooooo…..I love this one. Really useful. Thank you 🙏
You’re welcome!
Merci pour ces astuces
welcome!
nice...very educational
welcome!
great video!
Thanks!
goated af thank you
glad it helped
Nice idea ❤
thanks
does this work with vector displacement texture
Had this issue the other day but had far to many other things to worry about as a noob so I let it slide. Look how I have been rewarded bwuahahaa
hope it helps!
What an interesting way to type a laugh 😂
That is so clever. : )
thanks
Hi Ryan, Is there a way to use this technique in Geometry Nodes, for displacement textures? Sorry for the noob question, I only started using Blender just over a month ago... :)
This texturing method only really works on a pretty flat surface, for something like a mountain youd get a lot of stretching in different vectors when you spin the rotation using vornoi
yeah I guess so. you could however use the UV coordinates for the voronoi to avoid that issue.
1:29 DO NOT DO THIS.
If you work for a studio or you're an intern scaling up the uv like that will get you some serious trouble(like fired day one trouble). Use the scale in the mapping node not in the UV editor. It's very important your UV fit inside that tile for a bunch of reasons.
New to this. Could you go over some of the reasons why you wouldn't want to do what he did in the video?
@@mochi4259 Sure when you go outside the bounds of the UV tile your making a mess for others and other software. So going outside the uv bounds will make doing things like UDIMS and painting software like substance break. You'll also run into a ton of issues if you hand it off for sculpting. Same for for game engines and pretty much anything that expects texture cordinates to be in bounds. If you need to tile your textures do it in the scale of the mapping node they do the same thing but won't break an export.
It really depends on what you are creating.
@@RyanKingArt ? how so, there are standards. A person should never have to open a file that has UVs out of bounds when there's scaling in the texture. This is like day one stuff.
slightly fast but so awesome 👍
Based😂
thanks for the feedback
1:24 is there a difference in using UV scaling versus using the scaling values in the mapping node?
yes there is a difference. mapping node scales the texture, while the UV's scale the UV map.
@@RyanKingArt So if I understand this correctly having 3 textures let's say color, roughness, and normal all going through a texture coordinate / mapping node and I scale the mapping coordinates by 10 (on a plane) and then duplicate that same material except with scaling back to default (1) then scale the UV by 10 I would have the same result?
I get that if there are textures that are not going through the mapping node and that is scaled then it won't apply to textures not going through it whereas UV effects everything, but in the situation above would there be a difference?
+10 likes very helpful and simple.
Glad it was helpful!
3:10 iam shure there was simple way to add blending between chunks
I couldn't find a way to blend the seams without the texture warping and looking weird.
The seams can be visible for bump, and especially micro displacement maps. Even if there is a limit to the number of "unique orientations", four instead of infinite, in many cases you'll be better off using the color outputs (separate RGB) of a noise generator. 1 mixed with 2 based on R, those mixed with 3 based on G, those mixed with 4 based on B. Since you're not messing around with coordinates but pre-oriented textures, there will not be any seams. Sure, voronoi offsets have its uses, but why is this the *ONLY* technique people talk about, when voronoi does have issues that can - in some/many cases be solved? One limitation is box mapping though; you'll have to work with offsets and scales (incl negated scales) and keep rotations to a minimum due to the fact that you can't rotate coordinate vectors for this mapping style. There are ways around this, such as manually setup triplanar mapping (incl soft blend), but that's getting kinda complex at this point.
Man could you elaborate on this? I've seen the voronoi method for years. I think one guy invented it and all the noob baiting tubers are just copying it.
So do you mean you have your texture rotated in the four cardinal directions and those are the layers you blend together? Wouldn't you still have seams unless you make your "cells" just a square grid aligned with your texture's tiles? 🤔
@@radicant7283 On each of the four image instances, use a mapping node where you can do any rotation and any scale, including negative for mirroring, and any offset.
Using it on image based box mapping (instead of a manual triplanar setup), rotations can only be very limited before stretching (due to the nature of this) kicks in, so there only varying scale/mirror and offset can be used.
It's showed on BlenderArtist numerous times, incl yesterday. I probably wouldn't use it on large terrain or when the repetitions are very dense, but I use it all the time for the work I do.
Can you say how do I export this and use it in unreal or unity
you can texture bake it to texture maps
👍👍
thanks
👍
thanks
❤
thanks!
That doesn't come without a cost. The warping done to the texture turned it into a moosh
Gawd, seriously just add a link in the description to a video about "how to install node wrangler"
Having to watch that on every single tutorial I watch It's just incredibly painful.
yeah I understand, but if I don't mention it in the video, then I get tons of beginners asking in the comments how to turn it on, because its not working for them.
Which Blender Version do you Mostly Use?? 🤔
I always use the most up to date version
🥰😍
thanks!
I bet you wont pin this (I aint giving up)
Haha, maybe another time 😄
whos in paris