Nice to meet you! I have purchased this add-on. My question is. When I bake a height texture, I can only bake one texture, and the tips of the hairs are not thinned. How can I prepare a baked texture for each layer? Please tell me.
@kingadsmusic2 күн бұрын
Whaaaaat?!! Okay you got some skills and I can appreciate that! I'm a music guy so you know I immediately think, ooooh art with the music, music with the art??? I love it! Anyway, keep up the good work, and feel free to stop by anytime. Much love! ✌🏾🤙🏾😎
@louisdavis13707 күн бұрын
Your work is just so good
@nodesandnoodles6 күн бұрын
Thanks Louis! Good to hear. 😊
@wishmerhill758 күн бұрын
Just a comment to say thank you!
@nodesandnoodles8 күн бұрын
You're welcome. Enjoy the series.
@francesca553610 күн бұрын
Brilliant! Very aesthetically pleasing 😍
@nodesandnoodles8 күн бұрын
Thank you very much!
@paulwebb31110 күн бұрын
that looks so good mate. Awesome work.
@nodesandnoodles8 күн бұрын
Thanks P. I appreciate it.
@danq265611 күн бұрын
Does this work with 4.2 and Eevee "next"?
@nodesandnoodles11 күн бұрын
It does indeed. You only need to turn on Transparent Shadows in the Material's settings. I'll be updating the addon to correctly prepare materials for 4.2 by tomorrow.
@johnisaac848319 күн бұрын
Hi! Great video, I have a problem. After connecting the textures, when I connect the displacement, it changes all the geometry. It seems like the displacement of all the textures affects each other, and I haven’t been able to make it look right. Thanks again.
@nodesandnoodles18 күн бұрын
Hi there. Thank you. I'm not sure what's going wrong. Could the displacement be too strong?
@CarlosX3DАй бұрын
very impressive 🙂
@the_epipanАй бұрын
00:22 It's nice to meet Finnick's son with a yorkshire terrier XD So... shell texturing, right? I don't understand how you managed to make it look like that, I mean, you focus on the fur quite a bit, and there are individual ones that can be seen, but the layers can't be noticed.
@nodesandnoodlesАй бұрын
Exactly, this is shell texturing. You can see the layers if you zoom in close to the model but they can be hidden either by simply adding more so they are more tightly packed, or with the "spread" control which biases the concentration of layers towards either the top or bottom of the shell. With dense fur you usually can't see the roots of the hairs so you can bias the layers towards the top to get a fuller look with fewer layers. Have a look at the tip of Finnick's tail at 00:27 and you can see the layered effect.
@the_epipanАй бұрын
@@nodesandnoodles Ohh!! You're right! I watched the video twice but I hadn't noticed the tail thing, I think because I got distracted by the ears or the movement camouflaged it enough, or because I was viewing the video in thumbnail form instead of full screen, or all three XD
@anshbhilare95652 ай бұрын
I would totally buy this if it somehow supported pixel depth offset
@DVI--D772 ай бұрын
Gran trabajo gracias por compartir
@nodesandnoodles2 ай бұрын
Thank you, and thanks for watching.
@michajabonski2142 ай бұрын
On M1 Pro not work good, eat much CPU.
@nodesandnoodles2 ай бұрын
Hi Michal. Super Bump shouldn't have much of an impact on the CPU. Are you using Eevee, and are you rendering with the GPU?
@michajabonski2142 ай бұрын
@@nodesandnoodles I adding 2k rock texture with 65 layers, it's very lagy. I use 4.2 and GPU [14 cores] / metal ... I do not have any lags when I use normal maps with subdivision / displacement and bump, better results and without any lags.
@nodesandnoodles2 ай бұрын
I'm not familiar with the M1 Pro but I see online that its GPU is comparable to a GTX 1650. I have tested Super Bump with a GTX 1660 and get good results. Perhaps the M1's GPU doesn't handle transparency very well but I have no way of testing that here.
@michajabonski2142 ай бұрын
@@nodesandnoodles That's why I just add a comment for M1 PRO users, I see on video that this works super, but is little non sense spend $ for this who got M1 Pro like me. :)
@nodesandnoodles2 ай бұрын
I'll put out a message to Super Bump customers to see if other Mac users have had similar issues and if I find a solution, I'll let you know, and if I don't, I'll add a message to the product page to inform potential customers. Sorry it didn't work out but thanks for letting me know.
@Jungular2 ай бұрын
I'm not getting the 'Import Super Bump' under the Super Bump 2 header. Am I doing something wrong?
@nodesandnoodles2 ай бұрын
Hi there and thanks for picking up Super Bump. Drop me an email at the address on your Gumroad receipt with a screenshot of your Blender and the version you're currently running and I can help you out directly.
@ibrahimhalilcelek2 ай бұрын
Hi dude i need your help i am a geography teacher and i want to model some geography shapes for students can you help me?
@nodesandnoodles2 ай бұрын
Hi there. Have a look at this tutorial by CG Geek on using Google Maps data to create 3D models in Blender: kzbin.info/www/bejne/g5uai2SGZ82Ijc0si=sElj9U_cXlJa6lG5
@jadidim98902 ай бұрын
you are a true assassin
@FLORIANSPITERI-g3n3 ай бұрын
hi ! thanks u for this great tutorial ! Is their a way to avoid the weird artefacts on the side of the rings ?
@nodesandnoodles3 ай бұрын
Hi Florian. Nothing perfect, I'm afraid. Those artefacts are inherent to the technique of displacing flat geometry. The closest thing to a solution is to add more subdivision until the stretched triangles can't be seen any more.
@FLORIANSPITERI-g3n3 ай бұрын
@@nodesandnoodles okay ! Thank you , Aldo wondering , is there any downfall to using adaptative subdivision on this type of mesh ?
@nodesandnoodles3 ай бұрын
@@FLORIANSPITERI-g3n nothing other than memory consumption and render times increasing a little. It should help a lot with the artefacts.
@FLORIANSPITERI-g3n3 ай бұрын
@@nodesandnoodles actually I did the whole tuto with it , could n t make it working without . And there is still a lot. Maybe changing the scale of the plan ?
@nodesandnoodles2 ай бұрын
The scale of the plane should only affect the height of the displacement. I usually use a plane subdivided by 10 cuts in Edit mode and a Subdivision Modifier with 4 levels for building the materials and then I turn on adaptive for the final render or just to see more detail.
@alexismejiasdepexproP5103 ай бұрын
genial y liviano!
@sameeruddin3 ай бұрын
Thank you for the quick demo , will try it out today , i would also like to know will this work with procedural materials too ? Like the sanctus or duck 3d librariesl ? Does one need to Plug the POM node group into the normal slot ?
@nodesandnoodles3 ай бұрын
The POM node needs a height texture to work, so you could bake any procedural height to an image texture and use that. It works like, for example, a UV Map node. It's a texture coordinates node. You can use it for procedural materials but it is best used with image texture arrangements.
@sameeruddin3 ай бұрын
@@nodesandnoodles ok good serr !
@CGToonStudio3 ай бұрын
Sir Can we mix two textures in this Method??
@nodesandnoodles3 ай бұрын
It depends how you want to mix the textures. The POMegranate node doesn't do any mixing but you can have more than one POM node in a material so you could have one for each texture and then mix the textures with a Color Mix node. If you want to mix the Height textures, you'd have to create a mixed version of the height maps beforehand and then use that as the Height map for a POM node.
@CGToonStudio3 ай бұрын
@@nodesandnoodles Thanks for the fast reply back..
@Capn_Cantankerous4 ай бұрын
do you have some sort of settings or add-ons that make the displacement look so smooth in the preview window? i have exactly the same number of subdivisions (both on the plane itself, and with the modifier), and i ensured my render settings matched yours. and yet my displacements are jagged and blocky, and theyre half the height for some reason, despite all material settings being identical. (or did blender perhaps change how the displacement works within the last year? because this has been a reoccurring problem of mine where my displacements always look worse than the tutorial im following).
@nodesandnoodles4 ай бұрын
I have no special addons, this is just vanilla Blender. I use a plane sized 1x1 to match the sizes of the UV map whereas Blender's default Plane is sized 2x2. Scale your plane by 0.5 either in Edit mode or in Object mode but remember to Apply the scale if you use Object mode. This will be the reason for which your displacement height is half that of the plane in the video. I'm not sure what could be causing the jagged blocky problem. For plane displacement, I recommend subdividing the plane in Edit mode with 10 cuts, and then add a Sub Div modifier with 4 levels. Make sure your plane is set to Smooth shading and it should look exactly like mine. Let me know if this works out for you.
@Capn_Cantankerous4 ай бұрын
@@nodesandnoodles scaling it down (on x and y only) was able to fix the height.👍 but the jagged edges remain still. i have the same number of loop cuts as you use in the video. so i really have no idea why its doing this 🤔 honestly its been this way for every tutorial ive ever followed using displacements. so im wondering if its a preference somewhere that i changed ages ago that is messing it up lol.
@nodesandnoodles4 ай бұрын
Cool. Glad to hear the scaling worked. Do you perhaps have Simplify enabled under the Render tab of the Properties panel? This would globally limit the number of levels for all Subdivision modifiers. Also, you should ignore the loop cuts I use in this video when using a square plane. I made those subdivisions to suit a scaled plane for displaying a 1920*1080 video. Your geometry should be squares as much as possible.
@Capn_Cantankerous4 ай бұрын
@@nodesandnoodles unfortunately no, simplified is turned off. Although its good to know that option exists 😅
@nodesandnoodles4 ай бұрын
Could you show me a screenshot of the bad displacement? Are you on Twitter/X?
@TETRINO4 ай бұрын
Hey friend, been using POMegranet recently and loving it. Has really helped with some previously overcomplicated mesh topologies. I am wondering if the (apparent) 62 layer limit on Cycles rendering of the node is a Blender issue or something that POM enforces? I have the power, and it's not flow breaking, was just wondering. Thanks!
@nodesandnoodles4 ай бұрын
Hi Jon. I'm afraid I can't offer product support here. Please drop me a line at the address on your Gumroad receipt and I'll explain the deal with the layer limit and how it could be changed. Thanks.
@TETRINO4 ай бұрын
@@nodesandnoodles My bad - great update!
@amryassin85794 ай бұрын
no updated versions on gumroad?
@nodesandnoodles4 ай бұрын
I'm getting the files ready to post right now. Won't be long.
@mugwortofz3lb1za4 ай бұрын
Awesome, is this compatible in 3.6.x?
@nodesandnoodles4 ай бұрын
It is indeed! I create all my add-ons in 3.6 and then adapt them for 4 and above.
@mugwortofz3lb1za4 ай бұрын
@@nodesandnoodles nice one
@juliaalder20074 ай бұрын
How can we bake/export it? It's not possible with all the node set ups I know.
@nodesandnoodles4 ай бұрын
Hi Julia. Blender's built-in exporters can't handle procedural materials so POMegranate can't be exported. Unreal and Unity have their own POM nodes so you could simply use the same height map and not need to export anything.
@GDMOAI4 ай бұрын
Does it work with blender 4.1?
@nodesandnoodles4 ай бұрын
It does indeed. It works in both Cycles and Eevee but is best in Eevee. Cycles is limited in texture reads.
@GDMOAI4 ай бұрын
@@nodesandnoodles I am also wondering where did you get the crystal material, because I would love to use it in my latest project.
@nodesandnoodles4 ай бұрын
I got the crystal PBR set from Textures.com www.textures.com/download/PBR0579/138828 Unfortunately, it's not available for free so you'll need a subscription to get it.
@GDMOAI4 ай бұрын
@@nodesandnoodles i wish i could get it so bad...
@ahmedalharthy-x6f4 ай бұрын
thank you for this tut i have purchased the nodes but when i click shiftA i cant find them
@nodesandnoodles4 ай бұрын
Hi there and thank you for picking up the nodes! You need to import the nodes to your Blender project to use them in the shader editor. Follow the steps at the top of the documentation page: blendermarket.com/products/uv-grid-materials-pack/docs
@paulwebb3114 ай бұрын
cool 😀👍
@EvgeniyFurman4 ай бұрын
Btw. For image sequence and video editing in general it is better to use cycles all the time. Because eevee has some built-in filters. And they bring flickering sometimes
@AI-po9zr5 ай бұрын
Is there a way to export it into Unreal as a strand or whatever?
@nodesandnoodles5 ай бұрын
You could export the shell mesh, bake the height map and export that as a texture, and use those in Unreal but this would require custom nodes like the ones I made for my Super Bump tool. In fact, bFur uses the same tech as Super Bump so I could port the nodes. Good idea! I will include this in the next update to bFur.
@IamSH1VA4 ай бұрын
@@nodesandnoodles Yesss, I want to use this in Unreal Too
@eclairesrhapsodos54965 ай бұрын
Is it possible to export it without baking it to uv albedo? like my final render in standalone program and I can only load textures in there but usually I change and randomize uvs + have multiple materials or use UDIMs for that.
@nodesandnoodles5 ай бұрын
I'm afraid not. None of the exporters bundled with Blender can export procedural materials. You could arrange the sizes and offset so that you export a seamless tiling texture and use that with your random uv approach.
@com.zootub.HuyAC.15 ай бұрын
Thank you so much !
@schwarzlewis5 ай бұрын
I feel like you omit the most important information.. the shortcuts and the tools you use inbetween, really frustrating.
@nodesandnoodles5 ай бұрын
The shortcuts I use appear on screen in the bottom right as icons and text.
@eclairesrhapsodos54965 ай бұрын
Is it work with cycles?
@nodesandnoodles5 ай бұрын
No, Super Bump is for Eevee as a replacement for Cycles's material displacement. If you're working exclusively with Cycles, you should just use material displacement.
@francesca55365 ай бұрын
PBR Layers just keeps getting better and better, thanks a lot for your work! 😃
@nodesandnoodles5 ай бұрын
Thank you! Glad you like it. 😄
@Jim59885 ай бұрын
this is nuts mate. i love fiddling around in blender but honestly, when you're in the flow, sometimes the repetitive stuff is a bummer for creativity, so with the heavy lifting out of the way and simplified like this, you can really ride the creative wave, fully concentrating and go bananas! such a timesaver and all, brilliant! very happy i happened to come by your channel! cheers!
@nodesandnoodles5 ай бұрын
Thanks Jim! I hope you enjoy the rest of the channel. Do you already have PBR Layers? If not, you'll find it on my Gumroad page. Thanks again for watching.
@JakobMenz6 ай бұрын
Love it! Looks super impressive! What's the main problem with its Cycled incompatibility?
@nodesandnoodles6 ай бұрын
bFur uses "shell texturing" which involves creating many stacked layers and using transparency to trim out everything below any given layer. This works very well in Eevee but in Cycles requires a very high number of Transparent bounces (possibly hundreds) which causes render time to skyrocket and works the processor VERY hard.
@shinigamisecret6 ай бұрын
Sorry to bother but my displacement just doesn't seem to work: (from 8:23 to 9:12). Switching to displacement only and changing render engines to cycles doesn't seem to display anything.
@nodesandnoodles6 ай бұрын
Ok, here's a list of everything I can think of that must be correct for displacement to work; 1. You must use Cycles. 2. The material's Surface - Displacement setting must be Displacement Only or Displacement and Bump. 3. The plane must be subdivided a lot. There must be enough vertices to represent the detail of your height map. 4. Your height map must be connected to the Height input of a Displacement node (not a Vector Displacement node) 5. The Displacement node's Scale input must not be 0. Ideally it will be 1. (I also change the Mid Level from 0.5 to 0) 6. The Displacement node's output must be connected to the Displacement input of the Material Output node. Check that all of those are correct for your setup.
@nodesandnoodles6 ай бұрын
Did you get it to work in the end?
@shinigamisecret6 ай бұрын
@@nodesandnoodles I appreciate the trouble your going to through, but I'll have to try tomorrow when I have some free time. As someone who has no experience with blender other than a donut and these videos my guess is that I either fucked up following the instructions, incorrect blender settings, or I'm working at a scale that makes the effects so small I don't notice them. I'll go through your list of possible reasons tomorrow
@shinigamisecret6 ай бұрын
@@nodesandnoodles Ok it seems to like its an issue with both scale and subdivision I had to bump up the subdivision by 2 and I had to play with the values cause the scale im working at is much smaller (mm). So the values you used weren't working because they're too large for me. My bad for bothering you with such a simple issue lol. Nonetheless, I appreciate the help you provided. I'll be heading to the chainmail tutorial next and hopefully that works perfectly and i can implement it into my ring!
@nodesandnoodles6 ай бұрын
Glad you got it sorted.
@shinigamisecret6 ай бұрын
Great tutorial but the height map isn't showing up for me. I'm guessing it's because I'm using a cylinder instead of a pane. However, I'm doing this for a reason. Worst case scenario it doesn't work on the cylinder and I switch to a pane and chop off the extra bits. Why didn't i think this until im 6 parts into the video. I dunno
@nodesandnoodles6 ай бұрын
Hi there. It should work on a cylinder like it does for a plane. Is your cylinder UV unwrapped?
@shinigamisecret6 ай бұрын
@@nodesandnoodles Yeah, I followed blender guru's guide on unwrapping an object. Adding a single crease line across the cylinder and unwrapped it. Unfortunately, it doesn't work
@nodesandnoodles6 ай бұрын
Have you tried the result of this tutorial on a plane to see if that works? I tested this node setup on a cylinder and it worked fine. Check if it works on a flat plane and if it doesn't, there must be an error somewhere in your network. What exactly isn't working? You say the height map isn't showing up. Do you mean the bump effect isn't working, or the height map outputs black?
@shinigamisecret6 ай бұрын
@@nodesandnoodles Just applied everything from tutorial 5 to a plane and there's no bump effect. I'm seeing an output of my picture on both shapes (plane and cylinder) however, they're not popping out of the material like yours. Like in tutorial 3 and 4 you had spheres and then bricks sticking out of the object. Like inflated. I'll go back to the beginning and see if I missed a step I appreciate the trouble you're going through to answer my issues!
@nodesandnoodles6 ай бұрын
Ah! I get it now. To see the "inflation", you need to use Displacement, not just Bump. Have a look here: kzbin.info/www/bejne/jp_RgWRvl82haqM
@MENDA4X6 ай бұрын
I bought it and it's great for sure I'll have fun :D THANKS !!!
@nodesandnoodles6 ай бұрын
Great! Thank you for picking it up! Enjoy and happy blending!
@MENDA4X6 ай бұрын
@nodesandnoodles thanks, which version of Blender is preferable to use ?
@nodesandnoodles6 ай бұрын
@MENDA4X Super Bump will work for any version of Blender from 3.0 onward. Personally, I prefer 3.6.
@MENDA4X6 ай бұрын
@@nodesandnoodles Thanks, when I want to add the texture it does not allow me because I do not get the option of the folder icon, you have to add something else to the configuration ?
@nodesandnoodles6 ай бұрын
@@MENDA4X could you please email me a screenshot of your blender at the address on your Gumroad receipt?
@lalawee20736 ай бұрын
I once bought a material add-on on the blender market. Although it has support for eevee, I checked that there were too many nodes connected in the internal series. As a result, just placing a shader in the 2 million scene caused the FPS to drop directly to the remaining 5. ...But you can put 20 shader in the cycle. It's so smooth. I really don't understand why there are so many differences.... So I would like to know whether the use process of this plug-in is smooth in eevee's scene with about 2 million faces?
@nodesandnoodles6 ай бұрын
Super Bump is designed to give a high-poly appearance to low-poly objects. I have never tried it with a 2 million face mesh but I would not expect it to work well. Since the mesh is so high-poly, I would render in Cycles and use material displacement. With Super Bump, I find that the most important factor for viewport FPS is how much of the screen is occupied by Super Bump objects, as well as how many Super Bump layers the objects have. IMPORTANT: Super Bump works by duplicating the mesh several times and expanding these duplicates outward. This means that if you use Super Bump on a mesh with 2 million faces, that's 2 million more faces for every layer and it's not uncommon to use 30 - 60 layers. When you say "too many nodes", I must assume you are referring to a procedural material. Procedural materials will almost always have more nodes than a Bitmap based material which uses only textures. The Procedural/Bitmap trade-off is this; Bitmap uses more memory but less processor. Procedural uses less memory but more processor. I wouldn't expect any procedural material to run "smoothly" on a model with 2 million faces, though "smoothly" is relative. In terms of viewport FPS, it's not useful to compare Eevee to Cycles because Eevee will try to draw the complete scene at high quality before moving on to the next frame whereas Cycles can move on after just 1 pass so, yes, FPS will be higher but the image will be unrefined and unusable.
@kraig800i6 ай бұрын
There's a lot to unpack in these videos, as someone that struggles to process all of the moving parts. Would it be possible for you to upload a screen shot of the ideal tile and standard brick layout? I've been trying to keep up but I keep getting lost in the vector math nodes.
@nodesandnoodles6 ай бұрын
Hi Craig. Thanks for watching the series. It's true, there is quite a bit to take from these tutorials. Do you mean a screenshot of the node network? If so, which parts in particular?
@kraig800i6 ай бұрын
@@nodesandnoodles At the moment I'm trying to create a terrazzo tile pattern. The kind you see in a lot of shopping centres and supermarkets from the 1970s across the UK. The tiles are 30cm square with a thin 4mm white border. They tend to be flat as a pancake so no need for a displacement to speak of but they do tend to gather a blackened dirt at sporrodic places on the borders with occasssional but few cracks. The tiles also seem to shift in tone from pale white to yellowish in block as it the tiles will age seperate from each other. It doesn't seem to tone across the border lines. I seem to be struggling to understand how to: a) resize the texture once inside of the grid b) create the 4mm border that seperates each tile I would also appreciate any insight on how to apply a musgrave mask on to the border using the new texture node as the Noise node now covers both the noise and Musgrave settings. Personally I find it to be a worst of both worlds solution but I could be doing it wrong. I've been trying to create it with a combination of these three teaxtures here with a procedurally generated white border cc0-textures.com/t/cc0t-terrazzo-008 cc0-textures.com/t/cc0t-terrazzo-006 cc0-textures.com/t/cc0t-terrazzo-002 I guess this is a close approximation to the desired look minus all of the nuaince of a white border, varying tile colours, and occasional crack lines. cc0-textures.com/t/cc0t-tiles-110
@nodesandnoodles6 ай бұрын
Hi Craig. Did you find another solution for your tiles and bricks? If you're still interested in using the UV Grid nodes, I'll be more than happy to help. You can contact me directly through my Blender Market page.
@kraig800i6 ай бұрын
EDIT: One video on and you've exceeded all expectations. . . . I can't wait to get into creating with this. I bought the nodes but I really do appreciate the videos you've made. I'm only wondering at the moment if you're going to add a bond feature into the brick node. Bonds being a pattern of bricks that are smaller due to certain bricks being placed sideways into the wall. A common bond has every 6th row be a row of bricks placed 90s to the rest where as other patterns might include every second brick on every second row. Or a different colour of brick. like this. . . . . www.pghbricks.com.au/-/media/pgh-pluto/pluto/bricks/image.png?la=en&hash=1A626AF19100D5B057018AF107CF4E4865207BFE
@nodesandnoodles6 ай бұрын
Hi Craig. I only just now got a notification for this comment though I see you posted it 5 days ago. I don't know what went wrong but that's why I didn't answer. If you contact me on Blender Market I can help you out directly. You'll find a Contact Creator button on my Blender Market store front and on the product page.