One more addition to my "Ryan King Art Materials" Blend File! If 3D art ever makes me money, I will pass it along. For now I recommend you and Guru to anyone using Blender. You two are the ones who taught me this program. Very grateful!
Can I just say I fucking love that you throw up the whole node layout in one screenshot at the beginning of your videos? I understand the basics, but jumping right into a tree I can pull from your videos has been helpful in my learning. Thank you immensely for that!
@@RyanKingArt i Can say the same here mate. Showing at the very beginning challenges me to try it first and learn from your explanation later. MVP mate!
In Blender 4 or later The Musgrave Texture is gone, you can use the noise Texture instead and a color ramp after it to get the same result. You just have to subtract the detail by 1.
Jesus Christ you are a god. How many hours you mustve spent on this program. I hope one day I can create something this complex without copying, like you man
Gonna be honest, I didn't want to use your exact parameters ended up with a much different material. Still very satisfied, I just have to okay around and see what does what. Thanks for the tutorial
your videos are good, very good, perhaps one of the best I've ever seen but there is a problem, many of them were recorded 2 years ago or even more, and since then Blender has undergone changes, which have left me lost, as a beginner, many of the commands and nods that you use no longer exist in the new versions, if it is possible would you be able to update the videos to the newer versions?
So this tutorial is GREAT. I am having an issue where the scale of the material when i bring it into the model I have is WAY TOO BIG. Is there a quick way to scale down the entire shader you created for much smaller scale models? Maybe by adding a Mapping Node between the Principal BSDF and Material Output node?
Hi Ryan, I am slowly working through your procedural tutorial playlist. I simply could download them (because Patreon), but it is much more interesting to follow your video and create it along with you. One tiny suggestion: I have started to add the created material to the asset browser. Perhaps you would want to do that as well at the end of the creation process (just as you go through the lighting and add-on routine in the beginning, a little asset browser routine at the end). Just a thought, but I think it would help viewers to stay organized.
Thanks a lot for this tutorial Ryan. It helps a lot. I have a remark/ question tho: for the roughness map creation: since the darker colors make the object more shiny and the brighter colors make it more rough... wouldn't it make more sense to first "color invert" de base color map which you use as a base to apply the Colorramp node on for creating the roughness map? That way the little black holes in het concrete which you created earlier would be rougher and less shiny (which would make more sense to me personally)?
a little late....but at the very beginning of the video he showed you how to install the Node Wrangler add-on which you need for the shift clicks to work.
this was soooo helpful. but i was wondering if you count do this with an image texture maybe. just so it's not so taxing. that would be great. other then that loved the vid!
The MixRGB has been replaced. The Mix can be used but has to be set on Color. The relief I haven't been able to find a solution for there is some but I cannot go off scale so to speak. Still the better procedural you can get.
Thanks alot for sharing ur knowledge and for the procedural materials playlist I have a question Along all the tutorials I've followed with u, I still can't understand what does the Factor of MixRGB exactly do when u insert a texture into it. For example when u linked the voronoi texture with the factor of MixRGB, what did the MixRGB node understand and how this affected the values of color1 and color2?
Very nice looking concrete! How do you think this procedural method compares to using concrete image files? Is procedural easier/lighter on the render load? I'm just curious.
Hello Ryan King I hope you and your family are alright. I would like you make a step by step tutorial about how to make an animated film. I would like you teach me the whole process from preproduction to production to postproduction. I would really appreciate you make this tutorial.
there is ni mo musgrave texture, and using noise texture wht heteroterrain set, to lock the same, there still no more dimension. so unfortunately this tutorial is useless....so sorrow
sorry but in dosent look realistic. Please apply in to models of different sizes when you create it. for example, a wall, a massevly big concrete floor and light it with different types of light like, sun, indoors, outdoor lamps, rainy day
Purchase the project files and support the channel:
Gumroad: ryankingart.gumroad.com/l/nkskz
Patreon: www.patreon.com/posts/63078167
2yrs later and this tutorial is still gold!!! THANK YOU! for sharing.
One more addition to my "Ryan King Art Materials" Blend File! If 3D art ever makes me money, I will pass it along. For now I recommend you and Guru to anyone using Blender. You two are the ones who taught me this program. Very grateful!
Thanks so much!
That’s really useful. I’m just learning blender. Thanks!
@@peterziegler6359 Thanks for watching!
When there is nothing on TV and after I jogged and swam, I do Blender tutorials. Yours are among the best. Congrats.
Thank you! Glad you like them.
@@RyanKingArt You know there would be real good money in a realistic skin texture, don't you? I mean procedural skin texture.
You are the king of procedural materials
Thank you 🙂
Can I just say I fucking love that you throw up the whole node layout in one screenshot at the beginning of your videos?
I understand the basics, but jumping right into a tree I can pull from your videos has been helpful in my learning. Thank you immensely for that!
you're welcome 👍
@@RyanKingArt i Can say the same here mate. Showing at the very beginning challenges me to try it first and learn from your explanation later. MVP mate!
Musgrave texture > Dimension 0.000 = Super tip!! Thanks
Thanks for watching!
In Blender 4 or later The Musgrave Texture is gone, you can use the noise Texture instead and a color ramp after it to get the same result. You just have to subtract the detail by 1.
Yes exactly. I actually made a video about that when it was changed
@@RyanKingArt can you shared the video please? because im not having the same result at all...
i was wondering lol! thanks for the help because i had no idea what to do lol
Oh yeah! Another great procedural materisl tut! Super
Thank you!
Jesus Christ you are a god. How many hours you mustve spent on this program. I hope one day I can create something this complex without copying, like you man
I've been using Blender for 6 and a half years now.
And no, I'm not a god, but I'm glad you like the materials.
Your Channel is so underrated. I strongly recommend everyone to share as much as you can. He deserves a lot better.
Thank you! I appreciate it!
Perfect tutorial, straight to the point.
thanks for watching!
This is insane! Thank you, one of the best tutorials i've seen so far.
thanks for watching!
Ctrl + Shift + Click = So awesome!!! Thank you so much!
You're welcome!
This is sick as hell. Thank you!!
Glad you like it
beautifully realistic!
Thanks! I really like how this one came out. : )
Bought one, we owe this guy a couple of beers
Haha Thanks!
thats a beautiful chunk of concrete. thanks for tha tut!
Glad you like it! You're welcome!
Gonna be honest, I didn't want to use your exact parameters ended up with a much different material. Still very satisfied, I just have to okay around and see what does what. Thanks for the tutorial
thanks for watching.
Awesome Ryan !!!!!!!!!!!!!!!! enorme.
Thank you!
Very cool looking, thanks man!
Thanks for watching Garrett. 👍
Nice work
Thank you!
Voronoi Texture Node is one of your favorite Node 😅👍..
Haha, thanks! Yeah I do use that node a lot.
Man, your videos are priceless, thank you for your work!
Glad you like them!
作れました!
鉄道のコンクリート製の枕木を作りたかったので非常に役に立ちました
anyone who's looking for cement tile tutorial (industrial looks) can stop at 6:55
👍
I just happened to stop at exactly CCCCCC on that one color ramp where you did.
haha cool
You saved my life, thank you!
Glad it helped!
i feel like im starting to get the hang of this :D i can almost predict what nodes your going to make next :D
Glad to hear that!
Great tutorial!!
Thank you! 😀
Your voice is so soothing
glad to hear that
@@RyanKingArt OMG you replied, I want you to know I'm a huge fan ☺️
thanks 🙂 @@Butters-ly3hq
...and I also incidentally wound up on B2B2B2 by chance for the one on which you used that as well!
thank you very much, your lessons are one of the few that help to understand exactly why this or that node is needed, thank you again
Glad it was helpful!
your videos are good, very good, perhaps one of the best I've ever seen
but there is a problem, many of them were recorded 2 years ago or even more, and since then Blender has undergone changes, which have left me lost, as a beginner, many of the commands and nods that you use no longer exist in the new versions, if it is possible would you be able to update the videos to the newer versions?
Thank you Ryan 🤙
You're welcome!
So this tutorial is GREAT. I am having an issue where the scale of the material when i bring it into the model I have is WAY TOO BIG. Is there a quick way to scale down the entire shader you created for much smaller scale models? Maybe by adding a Mapping Node between the Principal BSDF and Material Output node?
Trying to follow this on 4.2 and not getting the same results as they've changed certain nodes like the Musgrave one is a noise one now.
yeah they kinda combined the musgrave features into the noise
Can you make us a tutorial about the mixrgb node and how does each one of the blender mode work 🙏🙏🙏
thanks for the tutorial idea.
goshhh I missed it, this one thats last one for my model! XD
Amazing 😍😍
Thanks!
Hi Ryan, I am slowly working through your procedural tutorial playlist. I simply could download them (because Patreon), but it is much more interesting to follow your video and create it along with you. One tiny suggestion: I have started to add the created material to the asset browser. Perhaps you would want to do that as well at the end of the creation process (just as you go through the lighting and add-on routine in the beginning, a little asset browser routine at the end). Just a thought, but I think it would help viewers to stay organized.
Thanks! 👍
Thank you very much,
Thanks for watching!
Hello Ryan, can I bake a "glass" or transparency texture in blender?
(I'm a begginer in this program)
Yes, you can bake a transparency map.
@@RyanKingArt thank you)
This was very helpful, thank you :-)
Glad it was helpful!
Im leraning a lot about those material nodes watching your videos!
Glad to hear that!
thanks, mine came out looking very good!
glad to hear that!
Wonderful! Thank you so much for continuing to share your knowledge!
Thanks for watching!
soooooooooooooooo
cool!!!!
Thanks!
a little bit complex,awesome anyway!
Yeah, it is a little complex. thanks for watching!
Thanks a lot for this tutorial Ryan. It helps a lot. I have a remark/ question tho: for the roughness map creation: since the darker colors make the object more shiny and the brighter colors make it more rough... wouldn't it make more sense to first "color invert" de base color map which you use as a base to apply the Colorramp node on for creating the roughness map? That way the little black holes in het concrete which you created earlier would be rougher and less shiny (which would make more sense to me personally)?
oh yeah that might be a bit better. thanks for the feedback. 👍
I couldn't run the contol , shift ,k shortcut . help me plase 😁
a little late....but at the very beginning of the video he showed you how to install the Node Wrangler add-on which you need for the shift clicks to work.
thanks my dude
you're welcome!
this was soooo helpful. but i was wondering if you count do this with an image texture maybe. just so it's not so taxing. that would be great. other then that loved the vid!
you could bake the texture out to texture maps if you want to.
Very useful and understandable tutorial, Bro. Thanx a lot!🍻
thanks for watching 👍
How on earth do you figure this stuff out to make it looks so accurate...
Procedural texturing is difficult! Thank you for helping me figure this out!
You are welcome!
This is awesome! How do you find out how to do this stuff? I could never do this! I'm loving the content!
Glad you like it! I learned all this by watching other tutorials, playing around with the different nodes, and just practicing a lot.
@@RyanKingArt That's really cool!
The MixRGB has been replaced. The Mix can be used but has to be set on Color. The relief I haven't been able to find a solution for there is some but I cannot go off scale so to speak. Still the better procedural you can get.
Add the "Mix Color" node instead.
GENIOUS
glad you like it!
thank you
You're welcome!
Thanks alot for sharing ur knowledge and for the procedural materials playlist
I have a question
Along all the tutorials I've followed with u, I still can't understand what does the Factor of MixRGB exactly do when u insert a texture into it. For example when u linked the voronoi texture with the factor of MixRGB, what did the MixRGB node understand and how this affected the values of color1 and color2?
the factor controls how much its using of color 1 and color 2. so think of the factor as like a mask.
Muchas gracias
thank you for watching!
How do you even come to that first interface.. it looks different from the normal one
Blender's user interface and windows can be edited and customized.
Very nice looking concrete! How do you think this procedural method compares to using concrete image files? Is procedural easier/lighter on the render load? I'm just curious.
actually image textures render slightly faster them procedural materials, but the advantage of procedural materials are how customizable they are.
@@RyanKingArt Thanks Ryan!
Where is the maskgrave texture now?
Any tips on how to get a Noise Texture node to look like your Musgrave Texture? I'm playing with values, but everything I get is blended grays.
Uncheck the 'normalize'-box in the Noise Texture that replaces Musgrave Texture
🙏🙏🙏🙏🙏
Thanks for watching!
what keys do you press at 3:14
Hold down the Control and Shift Keys, and then click on a node.
ok@@RyanKingArt
Looks like a moon
Yeah it kinda does. : )
OMFG SLOWER MAN
its not really giving the desirable results with rectangles. Can you pleases make a tutorial on how to set textures on cuboids
If your using the object coordinates on the mapping then there shouldn't be any stretching.
I am getting some really strange results, i keep getting odd artifacts, like phycodelic colors, and strange lines.
hmm that's weird. maybe you plugged in one of the wrong node sockets.
6:38
👍
Master i need your blessings to master this art.
what is the ctrl+shif+k ? ı didnt
what part are you in the video? If you: Control + Shift + Select a node, that will preview it. If the node wrangler is turned on.
@@RyanKingArt ı fix it. some add ons problems :)
idk why but my textures dont have any shine to them, its just a basic gray flat color with some black in it
hmm, try changing the color ramp colors before the roughness so its more shiny.
My brain hurts😆😆
Oh 😄
Hello Ryan King I hope you and your family are alright. I would like you make a step by step tutorial about how to make an animated film. I would like you teach me the whole process from preproduction to production to postproduction. I would really appreciate you make this tutorial.
Thanks for the video idea 👍
W
thanks for watching
Cool material, but it is way too detailed. Can break computers. But anyway tutorial this is good and helpful.
thanks for the feedback.
Now all we do is smash it
lol
I like how u breath through your mouth🤣🤣( No Offence)
Lol
there is ni mo musgrave texture, and using noise texture wht heteroterrain set, to lock the same, there still no more dimension. so unfortunately this tutorial is useless....so sorrow
sorry but in dosent look realistic. Please apply in to models of different sizes when you create it. for example, a wall, a massevly big concrete floor and light it with different types of light like, sun, indoors, outdoor lamps, rainy day
thanks for the feedback