ok so hear me out, something that looks very cool is that the last one can be used on Procedural key caps (the reason why I was searching for a tutorial lke this). just, put an object info node, plug the location on the value of a math node set to Cosine (or other trig function) and then plug the value of the consine math node to the scale on the voronoi texture, boom! Although its unreadable like star wars buttons, it works!
Another great video Sam - really enjoying this series! FWIW, the 5 math nodes from 7:25 to 8:35 can be replaced with 2 math nodes set to absolute followed by pingpong. The values in the Color ramp will need adjusting but you can achieve the same effect with 3 less nodes.
great content, thx sam. really helpful, especially the use of math nodes) keep up the good work and keep on carrying that procedural-torch for all of us :'D
Why do I have to double or triple the scale on the voronoi and wave textures to get it to match your results? Did blender change math in v3.2? Thanks for the tutorial.
@@snow_mamba on this first one my scale value matches yours. On the second one, my voronoi scale is 10.8 and randomness is .8. My Wave scale is 15. Everything else the same. For third one, the first multiply is 3.3 and voronoi scale is 15. Everything else the same. I am on Mac, maybe there is a bug in the way the Mac version of blender calculates some nodes.
@@snow_mamba finally figured it out. I am guessing you are using meters. I am using imperial, because I live in backwards US. So texture coordinate object will size different because default object 2ft and 2m are not the same.
Thank you so much Sam, the 2nd example at 00:03:05 of this video shows to achieve in Blender the Equivalent of the PIXEL PROCESSOR from Substance Designer, just needs to change the value input to the mapping node from Rotation to Location. This was one of the most important things that i wanted to know how to do in Blender. Here is an example of the Pixel Processor in Substance Designer: ua-cam.com/video/SItBOrWIhNU/v-deo.html
Yeah i was very stoked when I learned this as well. Another way to do this is by using a white noise in conjunction with a math node set to snap to create what i believe is referred to as a 'gate'.
Hi, the shortcut is 'ctrl + shift + RMB' drag from 1st node to 2nd one. You need to have the node wrangler addon enabled in preferences in order for it to work
wow how does one simply figure this out by him/her self? i have no idea why you are doing any of the stuff that you are doing. let's use a voronoi texture, plug it into 4 different math nodes. one says multiply, one subtract, one absolute.... why? why are you doing any of this?
I can certainly relate to what you're saying as this stuff is pretty confusing at first. You just have to use the textures for a bit to understand them, once you can predict the outcome you can plan to change it.
8:20 this dude really made a procedural wave texture. In all seriousness though this video is 10/10
Really great series showing these base patterns using nodes!
Your series are unique. Thanks for creating it
Glad you like the videos!
All your tutorials are awesome! Please keep making more! Great thanks!
Glad you like them!
Oh my goodness, thank you!! This totally helps me understand vector stuff a lot better! Definitely subscribing!
Very happy to hear!
That cross hatched Voronoi is sweet! Your node karate is strong, sir.
Thanks very much
You are great guy when I clicked your channel ! Thank you so much
Really innovative series. Hope you do more of these!
Thanks very much
ok so hear me out, something that looks very cool is that the last one can be used on Procedural key caps (the reason why I was searching for a tutorial lke this). just, put an object info node, plug the location on the value of a math node set to Cosine (or other trig function) and then plug the value of the consine math node to the scale on the voronoi texture, boom! Although its unreadable like star wars buttons, it works!
Cool, I'm not sure that I followed everything you explained but I'm glad it's working for your purposes.
Dude, I think you got yourself another sub.
Noises and math. Great job!
Thanks very much
5:12 - Yesssss!!!!
Woa, I am upset that I had never found your channel before now, your content is amazing! I'm learning all kinds of useful things through these.
Glad it's been helpful!
Very cool thank you!
Very very cool, thanks for sharing!
Thanks for watching!
Very good tutorial. Thank you!
Thanks!
Just discovered your channel, amazing insights! Perfect for character clothing textures :)
Awesome, happy to hear it was helpful.
Genius, Thanks a lot!
Happy to help
Keep going on please!
i learned a lot from you! tnx
Great Job!
ZORBOT!
so nice for NPR Shading
Yeah for sure, that's a good idea!
@@snow_mamba here some inspiration for Procedual NPR stuff ua-cam.com/video/OjlUdU7CsuE/v-deo.html
@@quincy3d69 Wow that video is awesome, thanks for sharing!
@@snow_mamba some shading styles i looked up on pinterest for further inspiration
www.pinterest.de/creativequincy/shading-techniques/
Another great video Sam - really enjoying this series!
FWIW, the 5 math nodes from 7:25 to 8:35 can be replaced with 2 math nodes set to absolute followed by pingpong. The values in the Color ramp will need adjusting but you can achieve the same effect with 3 less nodes.
Thanks very much for the tip, I wasn't really sure of the ping pong's use.
great content, thx sam. really helpful, especially the use of math nodes)
keep up the good work and keep on carrying that procedural-torch for all of us :'D
You can use "multiply add" in the math node instead of using two nodes.
No way that's awesome, thanks very much!
10/10
Thanks
where can I find the viewer node above the material output?
Hi there, it's a node wrangler shortcut, you get it by holding shift + ctrl and left clicking on a node
Why do I have to double or triple the scale on the voronoi and wave textures to get it to match your results? Did blender change math in v3.2?
Thanks for the tutorial.
Not that I know of. My first guess is that maybe you're coming out of the generated output of the texture coordinate node instead of the object output
@@snow_mamba no, I am using object output
@@DKP3000 Hmm weird. Which pattern is it that looks different with my original values?
@@snow_mamba on this first one my scale value matches yours. On the second one, my voronoi scale is 10.8 and randomness is .8. My Wave scale is 15. Everything else the same. For third one, the first multiply is 3.3 and voronoi scale is 15. Everything else the same. I am on Mac, maybe there is a bug in the way the Mac version of blender calculates some nodes.
@@snow_mamba finally figured it out. I am guessing you are using meters. I am using imperial, because I live in backwards US. So texture coordinate object will size different because default object 2ft and 2m are not the same.
I love it maaaan! , Thanks
Thank you so much Sam, the 2nd example at 00:03:05 of this video shows to achieve in Blender the Equivalent of the PIXEL PROCESSOR from Substance Designer, just needs to change the value input to the mapping node from Rotation to Location. This was one of the most important things that i wanted to know how to do in Blender. Here is an example of the Pixel Processor in Substance Designer: ua-cam.com/video/SItBOrWIhNU/v-deo.html
Yeah i was very stoked when I learned this as well. Another way to do this is by using a white noise in conjunction with a math node set to snap to create what i believe is referred to as a 'gate'.
@@snow_mamba thank you very much again, i will try that too :)
I really need that multiply node but I cant find it
The multiply node is either a mixrgb or a math node that is then set to multiply
@@snow_mamba thank you, this is not the first time a node is called with another name in tutorial
bruh what was that mouse shortcut for the mixrgb
Hi, the shortcut is 'ctrl + shift + RMB' drag from 1st node to 2nd one. You need to have the node wrangler addon enabled in preferences in order for it to work
Still curious for a procedural Tiger Stripes
And I MEAN Procedural, as in Node Editing, not UV Mapping
Interesting that you mention tiger stripes as I was just working on making some, possibly will be the next tutorial.
@@snow_mamba wonderful, can't wait
@@BawonoSA173 Just put it up if you wanna check it out ua-cam.com/video/b9lukB7cWag/v-deo.html
@@snow_mamba yes! This is what the world need! Thank you!
wow how does one simply figure this out by him/her self? i have no idea why you are doing any of the stuff that you are doing. let's use a voronoi texture, plug it into 4 different math nodes. one says multiply, one subtract, one absolute.... why? why are you doing any of this?
I can certainly relate to what you're saying as this stuff is pretty confusing at first. You just have to use the textures for a bit to understand them, once you can predict the outcome you can plan to change it.
Thanks, amazing tutorial !
Glad you liked it!