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.
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 :)
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 👑
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
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.
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
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.
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.
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.
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! 😃
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...
@@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.
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?
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.
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 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.
The Separate XYZ part I needed so badly. Brilliantly simple and simply brilliant. Thank you very much.
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.
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 :)
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 👑
That was really nice. Anybody could follow along and understand what you're doing.
Wonderful tutorial, Thankyou for showing the node layout at the start.
Ahh, this was so nice and easy! Thank you for providing the objects.
thank you
It was really a complete training and you explained the details very nicely
Yay, now there is actually a point in exporting basic colors from blender to unity, at least with these color gradients.
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
it does make it look more beautiful
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.
Yes that's the other way I would use
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
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.
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.
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.
Thanks
thanks for this series and the effort in explain things so well.
Your all videos is very informative sir
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! 😃
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...
I like using a locator for the basis of the texture so you don't have to change the origin of the object.
A locator? Is it easy to do?
@@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.
Thanks for the tutorial!
Always such great practical tutorials! Thanks Grant!
Your tutorials are always very helpful. thanks bro.
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?
Check my baking playlist
Thank you very much for your useful tutorials
Would have come up with: "TC/Mappping/Gradient:Linear/Ramp" but yours seams easier/lighter... Nice thing, thx4sharing!
Click ctrl+. to move origin.
i found it easier to use generated in texture coordinates. nice tutorial :)
Object you can control with the object origin
Another great tutorial grant any chance of explaining how you did the sky and cloud background cheers
Easy and comprehensive
there's an issue when i export gradients in .obj or .xcf, because they won't load. is there anything to solve this issue?
Baking
Thank you!
Very Useful thankyou!
Great tutorial. Great contribution. You have my like. Greetings
Helpful, thanks!
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.
Thank you so much Grant:)
Sorry, does that AO map doesnt work in here as there is no intersect edge?
Thank you
so helpful! thank you!
First tree on the right is really tasty
neat! thank you
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...
Yes. Perhaps I'll put something together
What if I want to export it to unity? Should I bake the texture before exporting?
Yes
very useful thanks
Thank You 👍.
Am I right in saying that I could unwrap this and import the texture file into Unity to have this same gradient effect?
Yes but you need to bake it
damn it I don't have an oven @@grabbitt
any ideas how can i export it as an asset for unity with the same colors ?
Bake the textures
Could you add and multiply the separate Z output to move and scale the gradient?
Yes
Ooo Thanks ;D
Awesome. Thumbs up👍
bro nice video
Why are you using Object when at the beginning you have Generated and then some mapping thing please?
Object is easier to control with the object origin
Any way to automatically scale the gradient by the bounds of the object?
if you use object coordinates then it should do
@@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.
😎👍🏼