Easy Gradient Materials - Blender 3

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  • Опубліковано 15 лис 2024

КОМЕНТАРІ • 74

  • @cosmosraven
    @cosmosraven 2 роки тому +15

    The Separate XYZ part I needed so badly. Brilliantly simple and simply brilliant. Thank you very much.

  • @gagz9k
    @gagz9k Рік тому

    24 seconds and I have the node three on display, for someone looking for the answers with a semi decent knowledge of blender this is exactly what I need. That's why I love Grantt.

  • @JaxCraxJokes
    @JaxCraxJokes 4 місяці тому

    Thank you so much, this was so helpful!!! I struggled with other tutorials for a whole hour and couldn’t achieve the outcome I wanted until I watch your video :)

  • @hamidrezakhosravimusic
    @hamidrezakhosravimusic 2 роки тому +4

    Very beautifully and thoroughly explained. I saw other videos doing the exact same thing but didn't have as much tips and details.
    Can't thank you enough 👑

  • @steprockmedia
    @steprockmedia 2 роки тому +2

    That was really nice. Anybody could follow along and understand what you're doing.

  • @Adamation2011
    @Adamation2011 Рік тому

    Wonderful tutorial, Thankyou for showing the node layout at the start.

  • @turtlelearns3d
    @turtlelearns3d 2 роки тому +3

    Ahh, this was so nice and easy! Thank you for providing the objects.

  • @mahdi2592
    @mahdi2592 Рік тому +1

    thank you
    It was really a complete training and you explained the details very nicely

  • @NabPunk
    @NabPunk 2 роки тому

    Yay, now there is actually a point in exporting basic colors from blender to unity, at least with these color gradients.

  • @hellfrozen3678
    @hellfrozen3678 Рік тому

    Here's a small trick I found usefull for this tutorial,you can add before separate xyz the mapping node as it gives you more control to where you can place your gradient colors

  • @BouncingDande
    @BouncingDande Рік тому

    it does make it look more beautiful

  • @salvin4u
    @salvin4u 2 роки тому +3

    An alternative would be to use 3-4 pixel wide gradients in an image texture and then scale the uv to to occupy this this space. A single texture can be used to color multiple gradients in a whole scene.

    • @grabbitt
      @grabbitt  2 роки тому +2

      Yes that's the other way I would use

    • @pwhite102
      @pwhite102 2 роки тому

      I like that way too. My favorite part of this is learning to use the material nodes for something simple and useful instead of going wild. I can always go wild later but after a little experimenting, I now understand how the mapping node can adjust the position along with the colorRamp

    • @salvin4u
      @salvin4u 2 роки тому +2

      Both ways have their merits.
      The UV way allows you to drastically modify the complete scene colors by color editing a single image. It's also game ready. If your motive is to render something in-game with least material count, you would consider this approach.
      On the other hand, the tutorial above will enforce one material per item. If all you want to do is render a video animation or a still image, you should consider this route. Using a UV for this would be overkill.

  • @DayDreamer4011
    @DayDreamer4011 2 роки тому

    This is awesome! I wanted to know how to do this after seeing your Volkswagen video. I’d love more content like this, focusing on how to make your objects/scenes look good.

  • @SimonOBrien
    @SimonOBrien 2 роки тому +1

    Just a bit of streamlining at 3:40 - moving the object origin. This can be done more interactively/quicker by using CTRL-. (full stop or period) then you can use standard grab/rotate tools to manipulate. Then CTRL-. to get back to normal mode.

  • @herrremo
    @herrremo Рік тому

    thanks for this series and the effort in explain things so well.

  • @my_cgi
    @my_cgi 2 роки тому +1

    Your all videos is very informative sir

  • @MRUStudios
    @MRUStudios 2 роки тому +3

    Awesome video as always Grant!
    Thanks so much for sharing your next level knowledge with us. You're the best! 😃
    Let me drop a WOO for you:
    WOOOOOOOO!!!!!!!! 😃
    I hope you and your loved ones have been having a great year so far.
    I wish everyone an awesome rest of your 2022! 😃

  • @Dragoncro0wn
    @Dragoncro0wn 2 роки тому

    You can also instead of making the color fade as it gets more down, you can put a whole different color to make a nice looking alien tree light blue light purple etc...

  • @icedriver2207
    @icedriver2207 2 роки тому +2

    I like using a locator for the basis of the texture so you don't have to change the origin of the object.

    • @Rio_VR
      @Rio_VR 2 роки тому

      A locator? Is it easy to do?

    • @icedriver2207
      @icedriver2207 2 роки тому

      @@Rio_VR Not terribly hard. At least I don't think so. Create a locator Just add an empty and place it at the center of the world. When you add texture coordinates you can select object and select the empty. It won't work for every occasion though.

  • @mahrou616
    @mahrou616 Рік тому +1

    Thanks for the tutorial!

  • @Pesto-64
    @Pesto-64 2 роки тому +1

    Always such great practical tutorials! Thanks Grant!

  • @GUL3DWORLD
    @GUL3DWORLD 2 роки тому

    Your tutorials are always very helpful. thanks bro.

  • @MartKart8
    @MartKart8 2 роки тому +2

    Is there a way to export complex made materials to Unreal or is it impossible?
    Materials I mean, like checker, or spotted, or gradient types, or the one you just showed off?

    • @grabbitt
      @grabbitt  2 роки тому

      Check my baking playlist

  • @ehsandigitaly8645
    @ehsandigitaly8645 2 роки тому

    Thank you very much for your useful tutorials

  • @Hashimo
    @Hashimo 2 роки тому

    Would have come up with: "TC/Mappping/Gradient:Linear/Ramp" but yours seams easier/lighter... Nice thing, thx4sharing!

  • @jknMEMES
    @jknMEMES 9 місяців тому +1

    Click ctrl+. to move origin.

  • @TheEntertainment47
    @TheEntertainment47 2 роки тому

    i found it easier to use generated in texture coordinates. nice tutorial :)

    • @grabbitt
      @grabbitt  2 роки тому

      Object you can control with the object origin

  • @canidu
    @canidu 2 роки тому

    Another great tutorial grant any chance of explaining how you did the sky and cloud background cheers

  • @3dFunTime
    @3dFunTime 2 роки тому

    Easy and comprehensive

  • @teamont5
    @teamont5 2 роки тому

    there's an issue when i export gradients in .obj or .xcf, because they won't load. is there anything to solve this issue?

  • @hankypanky1nonly
    @hankypanky1nonly Рік тому

    Thank you!

  • @BonzikaStudios
    @BonzikaStudios 2 роки тому

    Very Useful thankyou!

  • @_TetKaneda
    @_TetKaneda Рік тому

    Great tutorial. Great contribution. You have my like. Greetings

  • @vazak11
    @vazak11 Рік тому

    Helpful, thanks!

  • @mathaeis
    @mathaeis 8 місяців тому

    If I was to have several trees that all had different top leafy parts, all rotated and scaled differently, is there a way to reset the gizmo/origin of each one of them for the color ramp? Like, if I do them all now, they all have their Z axis pointing in random directions. The only solution I found is to use a different object in the Texture Coordinate section - you can use the eyedropper tool, and I just selected the ground plane. The problem with this is the gradient starts from the plane itself, so that means each of the tree tops will look different, and the higher ones might not have any of the darker color.
    I've tried searched for a solution for this, but I keep finding things about how to *undo* transforms, not to keep them and reset the gizmo.

  • @shanabenjamin8945
    @shanabenjamin8945 2 роки тому

    Thank you so much Grant:)

  • @thomasluk4319
    @thomasluk4319 2 роки тому

    Sorry, does that AO map doesnt work in here as there is no intersect edge?

  • @owenlloyd2528
    @owenlloyd2528 Рік тому

    Thank you

  • @mariselaleon2001
    @mariselaleon2001 Рік тому

    so helpful! thank you!

  • @arec79
    @arec79 2 роки тому

    First tree on the right is really tasty

  • @greenhat9081
    @greenhat9081 2 роки тому

    neat! thank you

  • @NikkiBudders
    @NikkiBudders Рік тому

    Is it possible to use this shader in conjunction with another shader that pulls on a texture? I'm trying to get this shadow effect on a png textured model but I'm struggling to find a way to combine them...

    • @grabbitt
      @grabbitt  Рік тому

      Yes. Perhaps I'll put something together

  • @lucianovillalba5565
    @lucianovillalba5565 2 роки тому

    What if I want to export it to unity? Should I bake the texture before exporting?

  • @Clases3d
    @Clases3d 2 роки тому

    very useful thanks

  • @fredericdurut3087
    @fredericdurut3087 2 роки тому

    Thank You 👍.

  • @runrajrun
    @runrajrun Рік тому

    Am I right in saying that I could unwrap this and import the texture file into Unity to have this same gradient effect?

    • @grabbitt
      @grabbitt  Рік тому +1

      Yes but you need to bake it

    • @runrajrun
      @runrajrun Рік тому

      damn it I don't have an oven @@grabbitt

  • @yousefsayed6380
    @yousefsayed6380 2 роки тому

    any ideas how can i export it as an asset for unity with the same colors ?

    • @grabbitt
      @grabbitt  2 роки тому +1

      Bake the textures

  • @gemigames154
    @gemigames154 2 роки тому

    Could you add and multiply the separate Z output to move and scale the gradient?

  • @domin6168
    @domin6168 2 роки тому

    Ooo Thanks ;D

  • @anujayajayanath7421
    @anujayajayanath7421 2 роки тому

    Awesome. Thumbs up👍

  • @ibrahimmertduran5059
    @ibrahimmertduran5059 Рік тому

    bro nice video

  • @ViktorsJournal
    @ViktorsJournal 2 роки тому

    Why are you using Object when at the beginning you have Generated and then some mapping thing please?

    • @grabbitt
      @grabbitt  2 роки тому +2

      Object is easier to control with the object origin

  • @hexcrown2416
    @hexcrown2416 2 роки тому

    Any way to automatically scale the gradient by the bounds of the object?

    • @grabbitt
      @grabbitt  2 роки тому

      if you use object coordinates then it should do

    • @hexcrown2416
      @hexcrown2416 2 роки тому

      @@grabbitt ah ill have to try again, last time I tried that I think the result I got just provided local coordinates, so if the object was 2 meters high with pivot at 0, it's Y value object coords would go from 0 to 2, not 0 to 1.

  • @mathewhudson7649
    @mathewhudson7649 2 роки тому

    😎👍🏼