Thanks! You'll always get more than you bargained with my videos. Check out my other Blender and photoshop tutorials too! Looks like you're a painter? Have you always worked in the digital art space or is that a new thing for you?
Mate, the best 16 minutes on procedural I have seen!! I learned tons, node grouping, and I just learned how to shade my spaceship!! Liked and subscribed!!
Many Thanks. The whole tutorial is fantastic, even the smudge effect on its own is great. I always wanted some controllable dirt on my texture and I believe this can be added to other textures. My compliments.
Another project has successfully become actually decently made, and this helped a lot. I also appreciate you responding to me back then when I was struggling with the voronoi texture. Again thank you.
Thanks!! I'm glad you like it and learned from it. I always hope that the general concepts I use to make things can be used elsewhere. Nodes are like a new language learn enough words and you can start making your own sentences eventually.
Daniel, just a great tutorial. Controlling roughness with a texture is a brilliant idea. Your walkthrough was so clear and organized! Would you consider doing a tutorial where you actually add a separate color to your smudges? Because everything in node groups, like color, eventually has to boil down to one color input, I'm always confused about how to do that. I'll watch more!
To add different colored areas there are a few ways. But it almost always comes back to the Mix RGB node. Plug in to different colored textures to the node, then use a noise pattern or another image texture with high contrast and plug it in to the mix Factor. Mix factor works as a mask to reveal inputs 1 or 2 based on black and white values. You can also overlay things on top (input 2 on top of input 1's signal) using the various mix modes like screen or overlay.
in the beginning, it's simpler to activate "node wrangler" addon in preferences , add the Veroni texture then hit Ctrl T you get the texture coordinate and mapping nodes automatically with the connections
Glad to hear it! Check out my other blender Playlist videos. I have a freebie series with downloads on procedural materials you can find on here and gumroad search Daniel Grove Designs. I also sell some awesome assets on blender market under the same name.
@@DanielGrovePhoto For my render, I resorted to Copy Nodes > Paste Nodes when I wanted them in a new Material.... lol. But yes, Asset Manager sounds fantastic.
@@DanielGrovePhoto Always looking for good blender tut content, and paneling/scifi is my current passion. Nodevember is cool, but way beyond me, so these basic (very useful!) tutorials are standouts...
Thank you! It's a skill worth learning! You'll want to use a color ramp early on in the node tree or later to colorize the image data. Change the color of the color handles in the color ramp. I'll watch this later to see if there's an optimal place to place the color ramp. I usually layer stuff on top of black so it also may be color 1 on a mix rgb that needs to be something other than black.
Okay I watched it again the easiest way to have better control over the colors is to use a ramp node just before the color input on the BSDF shader. Play with the left and right handle colors to add different color combos.
If you replace ColorRamp with MapRange and MixNode you will have more control over your surface color. Set FromMin and FromMax values according to ColorRamp sliders position and connect result to MixNode Factor.
I didn't think using "Color1" as an input for the smudge group was intuitive so I plugged a "Combine HSV" node into the "Color1" input to the Screen node and connected the "V" input to the group input where I labelled it "Roughness". I left the H and S values in the "Combine HSV" node both set to 0. Changing the V/Roughness value in the group does the same as changing the colour from black to white or vice versa.
This was totally awesome! learned a ton about Blender in this one... :) I was going to ask how to save the nodes for use in another project, but i read below the answer to that same question! :) Also one weird thing.. when I made the surface very shiny, the reflection in the surface looked like trees and an outdoor scene! Where would that have come from??
Currently you'll need to use File>append to add nodes from another file in to your open file. But with Blender 3.0 coming soon there will be an asset manager built in which means you'll be able to save and organize your node groups! I can't wait!! Also that nature scene is blenders default reflection image, not sure how to change it but if you setup your own texture in the world tab it should replace it. That's basically HDR lighting.
@@DanielGrovePhoto I watch a LOT of Blender videos on UA-cam. Been "blendering" off and on for a decade+. Finally getting serious about making short animated movies. I think you popped up as "recommended" due to all the searching I've been doing on sci-fi panels, greebles, displacement modifier...etc. I appreciate anyone who shares the knowledge! Keep it up! Hopefully will be doing the same soon. (I think the channel I made for my 3d stuff has 1 very old video on it lol)
In your new blend file go to File > Append, find the Blend file with a node group in it, go in to the blend file in your append dialog, find the node group folder, open it, select the node groups you want to add to your new project and clock append or ok.
Use a mix rgb node. Set it to color. Choose a color for color 2 and play with mix factor slider. You can use noise patterns in mix I put to colorize certain areas.
Love this texture. One question: is it possible to change the color of the dust? I'm trying to create an overlay of rust spots in addition to the dust and panels
Hi, I saw your video and I have a romulan Bop I would like to apply this to. Your texture is to square, 90 degree objects. The round front I see as a challenge. Suggestions? Thank you for sharing this!
It definitely gets challenging when doing this to rounded objects. I'd suggest using UV map to drive the texture and begin unwrapping your ships mesh in a way that is pleasing to the eye and follows the contours of the ship.
@@DanielGrovePhoto thank you. I need to do some more research. Super new to nodes and I don't know my way around them yet..so, unwrap the rounded section, and textures it, then the more rectangular shapes...? I'll look into that. Thank you.
@@postalrebecca yes if your uv shapes are rectangles then the lines of the texture will follow the curves depending on how you do the uv. Yes nodes are intimidating at first. But using the node wrangler addon to preview what's happening each step of the way helps. Check out my other tutorials and you'll learn a lot about basic node use.
Thanks for this useful great video. I want to ask something. How can I make the lines emissive? I want the lines between panels emit some light. Thanks again.
Easy! Use an add shader. Input one is the bdsf I put 2 is your emission shader. Plug the lines (white lines everything else black) into the color of the emission. You can control the strength.
Learn something it's a whole class in itself. Confession I spend $ and bought PBR and they don't work as good as this. Just one question i can have access to this group if i want. sorry noob question Thanks alot.
No this procedural texturing doesn't use UVs. Did your model already have a material on it when you imported it? If so go to the material tab and delete it or replace it with a material that has these nodes in it from this video.
@@DanielGrovePhoto Love to see more! I'm not 100% sure since I'm always looking for Blender stuff. I think it was most likely from the Blender group on fb.
By all means do that, and save your custom workspace setups in your startup file. In Blender 2.8+, I have a very minimal startup, with just “Modelling”, “Materials” and “Prefs” workspaces. It is easy enough to add extra presets to any project from the menu that appears when you click on the “+” button.
Yo this was pretty cool but I feel like I messed up on the texture node setup as I can't seem to get as detailed of a material. I'm loving the Blender content so far though! Great stuff.
Thanks for watching! Hmm well one thing that comes to mind in terms of detail is the scale of both Voronois and make sure the first color ramp is set black at .5 and white at .52 then the 2nd color ramp black .53 and white .55 or something similar to that. The closer they are to each other the finer the lines will be thanks to the Difference mix mode. I'd say go back and pause the video to make sure your settings are the same as mine. Not that mines perfect but once you get the basic setup working there's so much room to tweak and even add additional layers of voronoi and play with other mix modes.
Yes I saved it as a file and then use File>Append to import it to a blank Blender file (the startup file) make sure to find the node group and click the Shield button to assign a fake user so it sticks around no matter what. Once you have the node groups and or materials in your startup file use File>Defaults>save startup file and that way they will always be present when you start a new project! I cover this in the Procedural worn edges video ua-cam.com/video/yIxq_QAO7Og/v-deo.html look at 17:55.
I've never used Unity but I don't know if they have the same nodes or material system. If not then you'd need to bake the material in to image files (one for diffuse, one for bump etc.) and use those in Unity.
Bringing the material into unity is unfortunately not that simple. 4D voronoi textures (also called Worley noise) can be very expensive to compute, so you probably don't want to use it in real-time in a game. I don't know much about Unity's shader graph since I normally write shaders with code, but Unity's implementation of noise may not have as many options as this one (e.x. the Chebychev distance metric) so you'd have to implement it yourself. So baking is definitely the way to go!
@@DanielGrovePhoto Hey, thank you for your reply. I'm referring to the refraction/reflection you have (in material mode). But, as i'm writing this, i realize that the important thing is the rendering. I should learn how to make good renderings first.
What are the rest of your computer specs? not sure what you mean by full ram iMac. Also to speed things up be sure you're in material view in the viewport and not render view. Also this tutorial should work fine in Eevee which will speed things up as well.
Mac doesn't support anymore OpenGL so hardware acceleration not enough I think... Even basic things working problematic... Blender is not for Mac users I think. Especially in physics simulations, forget it to even preview. I watched a lot tuts and a lot of them doesn't work on Mac like the other Mac users I read below lines, forums.
If only I had one of those! :P At the time of making this I only worked off of a laptop and hadn't used a mouse in years. But as of December 2020 I'm on a tower now and having to get use to having the scroll wheel.
One of the rare few people that doesn't delete the default cube.
haha actually my startup file doesn't even have it! But this project called for it :P
Such amazing, easily explained, step-by-step tutorials full of useful keyboard shortcuts. Thank you so much!
Thanks! You'll always get more than you bargained with my videos. Check out my other Blender and photoshop tutorials too! Looks like you're a painter? Have you always worked in the digital art space or is that a new thing for you?
Mate, the best 16 minutes on procedural I have seen!! I learned tons, node grouping, and I just learned how to shade my spaceship!! Liked and subscribed!!
Thank you! Check out my gumroad over for some awesome scifi shaders there including my hull master shader. Gumroad.com/danielgrovedesigns
Many Thanks. The whole tutorial is fantastic, even the smudge effect on its own is great. I always wanted some controllable dirt on my texture and I believe this can be added to other textures. My compliments.
Thank you so much for enjoying and learning from it! I hope it helps you create new and better looking things.
The nice thing being you can now copy the smudge node into any other material now as it's self-contained
Another project has successfully become actually decently made, and this helped a lot. I also appreciate you responding to me back then when I was struggling with the voronoi texture. Again thank you.
Great to hear!
omfg this is the best node group tutorial i have ever seen. than you man
Thanks!! I'm glad you like it and learned from it. I always hope that the general concepts I use to make things can be used elsewhere. Nodes are like a new language learn enough words and you can start making your own sentences eventually.
🙏🏾Thanks Daniel!! Excellent Work, I love this.
Thank you! What would you like to see me do next?
Daniel, just a great tutorial. Controlling roughness with a texture is a brilliant idea. Your walkthrough was so clear and organized! Would you consider doing a tutorial where you actually add a separate color to your smudges? Because everything in node groups, like color, eventually has to boil down to one color input, I'm always confused about how to do that. I'll watch more!
To add different colored areas there are a few ways. But it almost always comes back to the Mix RGB node. Plug in to different colored textures to the node, then use a noise pattern or another image texture with high contrast and plug it in to the mix Factor. Mix factor works as a mask to reveal inputs 1 or 2 based on black and white values. You can also overlay things on top (input 2 on top of input 1's signal) using the various mix modes like screen or overlay.
Just want to say that you are a legend
Awe thank you!!
in the beginning, it's simpler to activate "node wrangler" addon in preferences , add the Veroni texture then hit Ctrl T you get the texture coordinate and mapping nodes automatically with the connections
Totally agree! I think this wasn't habit yet when I made this video but it is now! Thanks for watching.
Bravo!! This was sooo coool!! Thank you very much!! Learned so much!!
Glad to hear it! Check out my other blender Playlist videos. I have a freebie series with downloads on procedural materials you can find on here and gumroad search Daniel Grove Designs. I also sell some awesome assets on blender market under the same name.
Awesome!! I'm making a space game so this is perfect.
Very cool! How are you making the game? What role does Blender play and what are it's limits when it comes to game design?
This was awesome!!!! I gotta learn this again cause this is a lot to take in.
Thanks sooo much for making this tutorial. I'm using this material in an animation I'm working on. It's helped a lot, thanks so much :)
Great to hear! That's awesome. With Blender 3.0 having an asset manager saving and reusing this material will be a lot easier very soon.
@@DanielGrovePhoto For my render, I resorted to Copy Nodes > Paste Nodes when I wanted them in a new Material.... lol.
But yes, Asset Manager sounds fantastic.
I'd watch a whole series of videos on how you did that lovely panel
The spaceship cockpit one?
@@DanielGrovePhoto yes please
14:08 You can give more meaningful names to those group inputs and outputs.
Really cool! Thank you 😁
Wow! What a great tutorial! Thx 4 it pal!
Nice, clear tut. Thanks!
Thank you very much! How did you come across it?
@@DanielGrovePhoto Always looking for good blender tut content, and paneling/scifi is my current passion. Nodevember is cool, but way beyond me, so these basic (very useful!) tutorials are standouts...
@@ChrisAllenMusic Oh cool! Well learn the basics and you'll be ready to experiment/follow and make more advanced stuff!
this is a great tutorial and i can see how it could be easy to follow even for beginners
Thanks! That's always my goal, also to teach the simple and foundational things so that the user can go and use them to learn more complex things.
Really cool introduction to procedural textures for me. Is there any way to change the base colour to make it something other than black?
Thank you! It's a skill worth learning! You'll want to use a color ramp early on in the node tree or later to colorize the image data. Change the color of the color handles in the color ramp. I'll watch this later to see if there's an optimal place to place the color ramp. I usually layer stuff on top of black so it also may be color 1 on a mix rgb that needs to be something other than black.
Okay I watched it again the easiest way to have better control over the colors is to use a ramp node just before the color input on the BSDF shader. Play with the left and right handle colors to add different color combos.
This is amazing, thanks for this
Thank you! Are you new to Blender or procedural texturing?
You could make more videos about Procedural scifi panels for gaming its something we dont see it very often and with so much information.
Thanks for the suggestion! This tutorial is the best I've made so far. There are a few different variations and looks. I'll see what I can make!
If you replace ColorRamp with MapRange and MixNode you will have more control over your surface color. Set FromMin and FromMax values according to ColorRamp sliders position and connect result to MixNode Factor.
Yes thank you for this tip! I learned this after making this video. Very helpful for node group controls.
See now you know why I came...👏..for top notch content
Thank you so much! I do my best to give great stuff as quick as possible. More on the way!
Too cool. Excellent explanations. Thank you
Thank you! How did you find me?
Just stumbled across your site. Main title peaked my curiosity.
Many thanks!
I didn't think using "Color1" as an input for the smudge group was intuitive so I plugged a "Combine HSV" node into the "Color1" input to the Screen node and connected the "V" input to the group input where I labelled it "Roughness". I left the H and S values in the "Combine HSV" node both set to 0. Changing the V/Roughness value in the group does the same as changing the colour from black to white or vice versa.
Oh yea that's a clever alternative!
This was totally awesome! learned a ton about Blender in this one... :)
I was going to ask how to save the nodes for use in another project, but i read below the answer to that same question! :)
Also one weird thing.. when I made the surface very shiny, the reflection in the surface looked like trees and an outdoor scene! Where would that have come from??
Currently you'll need to use File>append to add nodes from another file in to your open file. But with Blender 3.0 coming soon there will be an asset manager built in which means you'll be able to save and organize your node groups! I can't wait!!
Also that nature scene is blenders default reflection image, not sure how to change it but if you setup your own texture in the world tab it should replace it. That's basically HDR lighting.
@@DanielGrovePhoto oh that will be sweet to be able to organize the node groups like that!
great video for blender
from where you use screen material spaceship
I'm not sure what you're asking. Can you rephrase your comment?
from where you download for use material proceduaral scifi space ship interrior
@@DanielGrovePhoto Im beginner so u want to know how you use material in spaceship interrior
@@DanielGrovePhoto please share some of your models to viewers
Great tutorial!
Thanks
This was super helpful. I will definitely use this in my work. Subbing :)
Awesome! Thanks. How did you find it?
@@DanielGrovePhoto I watch a LOT of Blender videos on UA-cam. Been "blendering" off and on for a decade+. Finally getting serious about making short animated movies. I think you popped up as "recommended" due to all the searching I've been doing on sci-fi panels, greebles, displacement modifier...etc. I appreciate anyone who shares the knowledge! Keep it up! Hopefully will be doing the same soon. (I think the channel I made for my 3d stuff has 1 very old video on it lol)
Great video!
Thanks for watching! How'd you find it?
@@DanielGrovePhoto Really good! Clear instruction, easy to follow and efficient node use!
Nice tut, how do you save the nodes to use them in another project?
In your new blend file go to File > Append, find the Blend file with a node group in it, go in to the blend file in your append dialog, find the node group folder, open it, select the node groups you want to add to your new project and clock append or ok.
how do i change the colour of the panels
Use a mix rgb node. Set it to color. Choose a color for color 2 and play with mix factor slider. You can use noise patterns in mix I put to colorize certain areas.
Love this texture. One question: is it possible to change the color of the dust? I'm trying to create an overlay of rust spots in addition to the dust and panels
It's possible! Just add a light to your scene and change the color of the light and the "dust" will change its color
Hi, I saw your video and I have a romulan Bop I would like to apply this to. Your texture is to square, 90 degree objects. The round front I see as a challenge. Suggestions?
Thank you for sharing this!
It definitely gets challenging when doing this to rounded objects. I'd suggest using UV map to drive the texture and begin unwrapping your ships mesh in a way that is pleasing to the eye and follows the contours of the ship.
@@DanielGrovePhoto thank you. I need to do some more research. Super new to nodes and I don't know my way around them yet..so, unwrap the rounded section, and textures it, then the more rectangular shapes...? I'll look into that. Thank you.
@@postalrebecca yes if your uv shapes are rectangles then the lines of the texture will follow the curves depending on how you do the uv. Yes nodes are intimidating at first. But using the node wrangler addon to preview what's happening each step of the way helps. Check out my other tutorials and you'll learn a lot about basic node use.
@@DanielGrovePhoto perfect! Thank you so much for your time.
Thanks for this useful great video. I want to ask something. How can I make the lines emissive? I want the lines between panels emit some light. Thanks again.
Easy! Use an add shader. Input one is the bdsf I put 2 is your emission shader. Plug the lines (white lines everything else black) into the color of the emission. You can control the strength.
Nice!
Does this not work on the eevee engine?
Yes it will. One thing that doesn't work in Eevee is edge detection nodes but I don't think I did that here in this video.
Learn something it's a whole class in itself. Confession I spend $ and bought PBR and they don't work as good as this. Just one question i can have access to this group if i want. sorry noob question Thanks alot.
All I can say is...WOW!!!!
All I can say is thank you!
I cant see it happend on a import model does it need always have the uvs?
No this procedural texturing doesn't use UVs. Did your model already have a material on it when you imported it? If so go to the material tab and delete it or replace it with a material that has these nodes in it from this video.
@@DanielGrovePhoto Ye ty a lot i never use blender im a long time MODO user but i love this option so wana try it works fantastic now.
Very cool! Thanks for sharing!!
Thanks for watching! How'd you find it?
@@DanielGrovePhoto Love to see more! I'm not 100% sure since I'm always looking for Blender stuff. I think it was most likely from the Blender group on fb.
2:14 Why not just use the predefined Shading workspace?
I have a habit of making my own UIs and not using premade screens. Bad habit I suppose but they usually don't have things setup how I like.
By all means do that, and save your custom workspace setups in your startup file.
In Blender 2.8+, I have a very minimal startup, with just “Modelling”, “Materials” and “Prefs” workspaces. It is easy enough to add extra presets to any project from the menu that appears when you click on the “+” button.
Did u use cycle all the time ,it did seem so XD
Awesome, great tutorial!
Thanks for watching! How'd you find it?
Yo this was pretty cool but I feel like I messed up on the texture node setup as I can't seem to get as detailed of a material. I'm loving the Blender content so far though! Great stuff.
Thanks for watching! Hmm well one thing that comes to mind in terms of detail is the scale of both Voronois and make sure the first color ramp is set black at .5 and white at .52 then the 2nd color ramp black .53 and white .55 or something similar to that. The closer they are to each other the finer the lines will be thanks to the Difference mix mode. I'd say go back and pause the video to make sure your settings are the same as mine. Not that mines perfect but once you get the basic setup working there's so much room to tweak and even add additional layers of voronoi and play with other mix modes.
Sweet tutorial. So, do you save this as a file? And how do you use it later to add on to different projects? Still fuzzy on that.
Yes I saved it as a file and then use File>Append to import it to a blank Blender file (the startup file) make sure to find the node group and click the Shield button to assign a fake user so it sticks around no matter what. Once you have the node groups and or materials in your startup file use File>Defaults>save startup file and that way they will always be present when you start a new project! I cover this in the Procedural worn edges video ua-cam.com/video/yIxq_QAO7Og/v-deo.html look at 17:55.
@@DanielGrovePhoto Awesome! Thanks.
I wonder is it possible to move that material/texture into unity? :D that would be cool
I've never used Unity but I don't know if they have the same nodes or material system. If not then you'd need to bake the material in to image files (one for diffuse, one for bump etc.) and use those in Unity.
@@DanielGrovePhoto oh my gosh thanl youuu 😱😊 thank you thank you
Bringing the material into unity is unfortunately not that simple. 4D voronoi textures (also called Worley noise) can be very expensive to compute, so you probably don't want to use it in real-time in a game.
I don't know much about Unity's shader graph since I normally write shaders with code, but Unity's implementation of noise may not have as many options as this one (e.x. the Chebychev distance metric) so you'd have to implement it yourself.
So baking is definitely the way to go!
supernice!
Thanks!
That's very cool, but i don't have this lighting behaviour you have, why ?
What lighting behavior are your referring to? Can you give me a time stamp and more detail? Are you rendering in Eevee or cycles?
@@DanielGrovePhoto Hey, thank you for your reply. I'm referring to the refraction/reflection you have (in material mode). But, as i'm writing this, i realize that the important thing is the rendering. I should learn how to make good renderings first.
It ıs too heavy node work for my computer... It is not move at all...(Full ram iMac)
What are the rest of your computer specs? not sure what you mean by full ram iMac.
Also to speed things up be sure you're in material view in the viewport and not render view. Also this tutorial should work fine in Eevee which will speed things up as well.
@@DanielGrovePhoto iMac 27inch 3,2Ghz intel i5 32gb 1600mhz ddr3 500gb olio State SATA Nvidia Gforce GT 755M 1024 MB graphics
Mac doesn't support anymore OpenGL so hardware acceleration not enough I think... Even basic things working problematic... Blender is not for Mac users I think. Especially in physics simulations, forget it to even preview. I watched a lot tuts and a lot of them doesn't work on Mac like the other Mac users I read below lines, forums.
@@lightst33l Wow I'm so sorry to hear that. I didn't know Blender didn't favor Macs! :(
please share this spaceship file i want to see how you make this
shared
Thank You for teaching and sharing. Would be nice if you put examples / files on your Artstation store, or Gumroad, etc, or on all of them :-)
Thanks for watching! I normally put Drive download links with each video if it's relevant. I'm surprised I didn't with this one!
@@DanielGrovePhoto , sooo.... there might be a download? :) And, Thanks a lot in advance!
drive.google.com/file/d/1BJST0617KinKkh9wWCKG1aDD2L6ywXog/view?usp=sharing
@@DanielGrovePhoto , Super super! Thank You!
Awesome thank you
Thanks for watching
I was the 1000th Like 👍
haha nice!
AMAZING THANK YOU SO MUCH
You are welcome!
Thank you!
Thank you! Hope you enjoyed it.
2:29 Dragging with the middle mouse button would be simpler.
If only I had one of those! :P At the time of making this I only worked off of a laptop and hadn't used a mouse in years. But as of December 2020 I'm on a tower now and having to get use to having the scroll wheel.
🥰😍🥰😍
Thank you!