hey gang - so this is what i got lol the wireframe solutions in particular have been bugging me - there must be a better way anyhow... if you wanted to try out brilliant here is that info: To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/CGMatter/ . You’ll also get 20% off an annual premium subscription.
Dude, I've been collecting ways to detect edges/wireframes, and it's a pain. It's simple enough by using geonodes and generating real geo, but doing it via shader only (especially in Eevee) is kinda hard. You can store edge angles as attributes and then use it for shading (good edge wear), I wish you could also use geonodes to mark edges freestyle - this, I believe, is yet to be exposed as a parameter to geonodes. One very funny thing you can do to edge detect in live is to create a gaussian blur edge detector shader, and use it as a lens for your scene. You'd have to use Glass BSDF + Shader to RGB to calculate it though, since we can't otherwise blur the result easily.
Some great shader tips/hacks in this video. You should make a video on roughness truncation! I've got a tutorial on my channel but it'd be great if you popularized the technique.
I have a simple way that I do wireframes that I never hear talked about. Not a shader (or worse, modifier), but rather, I just use the wireframe viewport shading, turn off or reduce X-Ray, turn off overlays, and then Viewport Render Image or Animation. "Renders" lightning fast, and you can adjust the colors of the lines in material settings, or just make them randomized per object. You could just render it completely black and white and then composite it over a real proper render.
@@us2ra the method they're talking about is a Difference of Gaussians operation, it's more commonly used in graphics programming for "edge detection" and it's done by getting two images that are gaussian blurred with two different sigma values (different kernel sizes in this case) and running a difference operation on the two, this will give you an image with approximate outlines, although used with shader nodes may make it more accurate, I've yet to mess with it in shader nodes myself though so I can't tell you what node order to do for this.
There were quite a few tips where I initially thought "oh, I know this one" - immediately followed by: "OOoh, that's even cleverer", really really good collection. Appreciate your speed and conciseness too. Just imagine this was in the normal youtuber speed. The moment you'd get to the end, a newer blender version would have already come out making some of these obsolete...
8:24 beware, this is a box blur and won't look very good. By summing a bunch of white noise nodes, you can get a sort of gaussian distribution (the more you have, the more accurate it will be, at the cost of performance), or you can build a circle distribution function by using xy from the white noise texture as polar coordinates and applying sqrt(x) on the radius. Good video as always :). I'll definitely use that ambient occlusion based procedural texturing technique!
4:11 just a note: this is reinterpreting the values that make up the normal vectors as points in 3D space and measuring the euclidean distance between them, so how big the output is doesn't really *mean* anything concrete besides 0 = same. it might also have a bit of an odd curve to its output. if you ever want to actually measure *how* different they are, rather than whether they're different at all, you should take the dot product of the two normals and pass it into an arc cosine, which will give you the angle difference in radians
It always amazes me the cleverness of manipulating the input coordinates to get really useful outputs. "How do you take a scene with nothing in it and make it render something? And the answer to that is YES!"
nice stuff mate! pro move -even tho its already fast paced, watch at 1.25x speed and get smarter even faster (definitely not me accidently doing that lol)
I’ve actually used the point density node exactly once for a very specific use case. I was making a balloon animation of it inflating and deflating using cloth physics and the pressure settings, and I used point density to drive the mix factor between 2 shaders - one for the opaque, rough, darker colored deflated balloon and one for the translucent, shiny, lighter colored inflated balloon. It took a lot of time to dial in the settings but it turned out pretty good in the end. Of course, now a lot of that could be made much better and probably more easily with geometry nodes driving the factor with an attribute, but fields didn’t even exist yet back when I made it.
cgmatter, i've been passively interested in blender for ages but as far as i can see, your channel is second to none. thank you for being SO knowledgeable on the program but also respecting the intelligence of the viewer and moving quickly with your tutorials. even if i dont get 100% of the tips i just feel like im soaking up knowledge so quickly
peak video at 8:22, you should add a vector math node set to normalize between the subtract and scale nodes to make the blur even and remove the streaks
i remember a few years ago just before geometry nodes existed, this psychopath was modeling entire scene using shader nodes, literally like a person alone in a jail with lots of walls to draw on, he thinks the shader nodes are the walls btw
21:20 this method has a nuance if you want one face gap between selection cause of vertex storing attribute. That can be annoying to fix this by using two vertex groups for nearby vertexes, but "Shift Ctrl Numpad +" hotkey (Select Next Active) can be usefull in these cases. I`ve also heard about edges groups and faces groups addons. Seems cool but didn`t use them
A trick that I’ve used a couple of times is plugging the color from a vernoy texture Into the normal socket. This is some thing that I first saw in an old blender guru snow material tutorial.
I had been looking for how to get the vertex weight in the shader graph a few weeks ago, my Google search suggested using geometry nodes, setting an attribute and using that. Your way is much simpler!
both will behave the same as long as your object has uniform/applied scale. Basically the difference is that generated will deform when you scale your object and object will not. ua-cam.com/video/_6o7FTU1jvI/v-deo.html
Watching these "hacks" made my brain unwrap, quad remesh, triangulate, calculate the distance from the UV coordinates to the edge of the mesh and retopologize. thank you daddy
I've managed to get everything working except the geo proximity at 22:38 - I just have a blank face with no sign of the string. It's such a simple little node tree but I can't figure out what on earth I'm doing wrong. I can preview the meshed curve, I can preview the plane, but once I connect the Distance noodle to the viewer it's pure white. Connecting the plane geometry and the Distance to the group output just shows the plane. Any ideas?
The vertex group attribute doesn't work for me, even when I connect attribute factor to view (I spelled the group correctly since I copy-pasted the name).
@@pn4960 While you have the face selected, press Ctrl-G then click "Assign to new group". If you just select the face and clicked assign, it will not work.
hey gang - so this is what i got lol
the wireframe solutions in particular have been bugging me - there must be a better way
anyhow...
if you wanted to try out brilliant here is that info:
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/CGMatter/ . You’ll also get 20% off an annual premium subscription.
Dude, I've been collecting ways to detect edges/wireframes, and it's a pain.
It's simple enough by using geonodes and generating real geo, but doing it via shader only (especially in Eevee) is kinda hard.
You can store edge angles as attributes and then use it for shading (good edge wear), I wish you could also use geonodes to mark edges freestyle - this, I believe, is yet to be exposed as a parameter to geonodes.
One very funny thing you can do to edge detect in live is to create a gaussian blur edge detector shader, and use it as a lens for your scene. You'd have to use Glass BSDF + Shader to RGB to calculate it though, since we can't otherwise blur the result easily.
@@cowbless can you give more info on the last one?
Some great shader tips/hacks in this video. You should make a video on roughness truncation! I've got a tutorial on my channel but it'd be great if you popularized the technique.
I have a simple way that I do wireframes that I never hear talked about. Not a shader (or worse, modifier), but rather, I just use the wireframe viewport shading, turn off or reduce X-Ray, turn off overlays, and then Viewport Render Image or Animation. "Renders" lightning fast, and you can adjust the colors of the lines in material settings, or just make them randomized per object. You could just render it completely black and white and then composite it over a real proper render.
@@us2ra the method they're talking about is a Difference of Gaussians operation, it's more commonly used in graphics programming for "edge detection" and it's done by getting two images that are gaussian blurred with two different sigma values (different kernel sizes in this case) and running a difference operation on the two, this will give you an image with approximate outlines, although used with shader nodes may make it more accurate, I've yet to mess with it in shader nodes myself though so I can't tell you what node order to do for this.
This man has achieved savant level understanding of Blender. Holy moly
There were quite a few tips where I initially thought "oh, I know this one" - immediately followed by: "OOoh, that's even cleverer", really really good collection. Appreciate your speed and conciseness too. Just imagine this was in the normal youtuber speed. The moment you'd get to the end, a newer blender version would have already come out making some of these obsolete...
All I understood is that if you spoke twice as fast, you could show us about 40 tips in the same amount of time.
8:24 beware, this is a box blur and won't look very good. By summing a bunch of white noise nodes, you can get a sort of gaussian distribution (the more you have, the more accurate it will be, at the cost of performance), or you can build a circle distribution function by using xy from the white noise texture as polar coordinates and applying sqrt(x) on the radius.
Good video as always :). I'll definitely use that ambient occlusion based procedural texturing technique!
This might be some the most useful material tips I have ever seen. Some of them I have googled and found no answers for. *chefs kiss*
4:11 just a note: this is reinterpreting the values that make up the normal vectors as points in 3D space and measuring the euclidean distance between them, so how big the output is doesn't really *mean* anything concrete besides 0 = same. it might also have a bit of an odd curve to its output. if you ever want to actually measure *how* different they are, rather than whether they're different at all, you should take the dot product of the two normals and pass it into an arc cosine, which will give you the angle difference in radians
It always amazes me the cleverness of manipulating the input coordinates to get really useful outputs.
"How do you take a scene with nothing in it and make it render something? And the answer to that is YES!"
nice stuff mate! pro move -even tho its already fast paced, watch at 1.25x speed and get smarter even faster (definitely not me accidently doing that lol)
you‘re awesome 🤙
I’ve actually used the point density node exactly once for a very specific use case. I was making a balloon animation of it inflating and deflating using cloth physics and the pressure settings, and I used point density to drive the mix factor between 2 shaders - one for the opaque, rough, darker colored deflated balloon and one for the translucent, shiny, lighter colored inflated balloon. It took a lot of time to dial in the settings but it turned out pretty good in the end.
Of course, now a lot of that could be made much better and probably more easily with geometry nodes driving the factor with an attribute, but fields didn’t even exist yet back when I made it.
Imagine walking around Blender with this amount of knowledge. Thanks for your contribution to the Blender community
I have been coming back to 21.15 every day , trying to make a multiple material on single shader slot . Cant thank you enough
cgmatter, i've been passively interested in blender for ages but as far as i can see, your channel is second to none. thank you for being SO knowledgeable on the program but also respecting the intelligence of the viewer and moving quickly with your tutorials. even if i dont get 100% of the tips i just feel like im soaking up knowledge so quickly
OMG, in 10 min of your videos I learned more than last 5 years, and it's soo interesting!
Sampling a gradient!🤯🤯🤯🤯 Insane! Thanks!
EAT THAT SUBSTANCE PAINTER
peak video
at 8:22, you should add a vector math node set to normalize between the subtract and scale nodes to make the blur even and remove the streaks
21 tips that will take 21 months to internalize ! amazing work as usual good serr.
i remember a few years ago just before geometry nodes existed, this psychopath was modeling entire scene using shader nodes, literally like a person alone in a jail with lots of walls to draw on, he thinks the shader nodes are the walls btw
I remember him😂😂😂😂😂
Bro
you are truly a genius, I love your tutorials.
I'm 3 minutes in and convinced this will probably be the greatest Blender tutorial ever made
That first tip made me yell "OH SHIT" involuntarily.
21:20 this method has a nuance if you want one face gap between selection cause of vertex storing attribute. That can be annoying to fix this by using two vertex groups for nearby vertexes, but "Shift Ctrl Numpad +" hotkey (Select Next Active) can be usefull in these cases. I`ve also heard about edges groups and faces groups addons. Seems cool but didn`t use them
you're the most consistent genius
this bevel shader, then ambient occlusion all that .. I was not ready for it, so cool!
02:40 I can't believe you did not use the F2 option in the voronoi. it makes it look much more circuitboard-y
I don't know why but I think you are the most clever person ever, if you could explain how to make heads with face from image,I would be very happy!
Thank you mister CGMatter!
That last tip is golden
a true master of craft
I didn't know about any of these tips. Thank you so much!
As usual awesome amount of knowledge in a pressed format 👍🏻👍🏻👍🏻
Omg the gradient one is nuts 🚀
You're channel is a f.cking good source of knowledge !!! Respect and as usual, really great video.
Great stuff - so much top knowledge.
A trick that I’ve used a couple of times is plugging the color from a vernoy texture Into the normal socket. This is some thing that I first saw in an old blender guru snow material tutorial.
Love the hairclip
Thanks for video, didn`t even know about Point Density node 🔥
Where have you been with that gradient eyedropper tip all this time, I desperately needed that 🙏
I appreciate this so much thanks
So glad all those coordinate shapes are in one handy place next time I forget them! Thanks ;-)
Incredible video. I love your channel
I had been looking for how to get the vertex weight in the shader graph a few weeks ago, my Google search suggested using geometry nodes, setting an attribute and using that. Your way is much simpler!
those are a really helpful tips thank you man
Thank you so much! These are really useful!!
Awesome! Mindblowing during first seconds a now I am somewhere deep in space :)
Some useful stuff here mate 😮
bro wtf my mind is so blown, insane tips
you made my life better, not even a minute in =O thxx yous - E and drag
Please more of thissssssss!!!!
so cool thanks CGMatter :)
Amazing tutorial! Is this the speed you normally speak or did you speed up the video in editing?
Jeez, I've been watching your vids for ages and wasn't subbed. Today that changes!
Hell yeah dude love your videos
Great knowledge compilation! Thanks!
so good! thank you!
Awesome video!
This is actually so useful tysm for this vid
man wtf is this. Such great tips! True forbidden knowledge.
cool tips, will help with some NPR I've been doing
Thanks for the vid, try eating cap and stem of mushroom.
21 lazy tutorials all in 1.
The rebar trick is my favourite
Underrated.
I love you so much for this
Wtf You blow my mind in less than a minute!!!
hey, who knew i could still learn one or two tricks with the shader editor
great stuff! thanks
awesome tips!
he literally managed to render smth out without any object.... what a legend
while using box mapping, should we use generated or object and what's the difference between them?
both will behave the same as long as your object has uniform/applied scale. Basically the difference is that generated will deform when you scale your object and object will not. ua-cam.com/video/_6o7FTU1jvI/v-deo.html
protip: use geometry position and it will use real constant position no matter object scale/rotation
Super nice !
Watching these "hacks" made my brain unwrap, quad remesh, triangulate, calculate the distance from the UV coordinates to the edge of the mesh and retopologize. thank you daddy
You've become the Dr. Manhattan of Blender.
I completely zoned out from "which looks nothing like a circuit board" to "and just like that"
thank you for your service ; )
I've managed to get everything working except the geo proximity at 22:38 - I just have a blank face with no sign of the string. It's such a simple little node tree but I can't figure out what on earth I'm doing wrong. I can preview the meshed curve, I can preview the plane, but once I connect the Distance noodle to the viewer it's pure white. Connecting the plane geometry and the Distance to the group output just shows the plane. Any ideas?
Ah shit, I didn't subdivide the plane enough. At least now I know what I was doing wrong.
Soooo much info!
I never seen anyone understand the vector math so well 😂 man created voronoi shapes from scratch
2 mins in and I know I'm not going to sleep tonight.
The vertex group attribute doesn't work for me, even when I connect attribute factor to view (I spelled the group correctly since I copy-pasted the name).
I'm becoming insane over this
I'm using blender 4.2
@@pn4960 While you have the face selected, press Ctrl-G then click "Assign to new group". If you just select the face and clicked assign, it will not work.
mind blown!
First tip had my jaw on the ground.
Greate tips!!!
I love you bro
just wow
excellent! :O)
Bro knows Blender ❌ Bro is Blender ✅
51 seconds in and I already had to like this video you psycho3dmagician
GOAT
When the video ended I realized I was hardly breathing.
To reset the UVs you don't have to make any seams at all.
Here for the beard. Santa Clause is real.
AMEZINGGG..
this is the blender equivalent of the library of alexandria
This clip should be named "I have PhD in Blender" 😄
dude is GOD
5:25 wooow
does this all live your mind😭
4 years in, feel like newbie again, bro cooked
Great