POMegranate 1.1 Features Guide
3:39
bFur - Length Painting Guide
1:55
Super Bump 2 - The Complete Guide
15:01
Super Bump v1.2 - Setup Guide
3:07
Turbulent  - Scene Setup Guide
9:07
Super Bump - SciFi Corridor Demo
0:19
PBR Layers - Quick Start Guide
1:35
Super Bump v1.1 - Setup Guide
2:09
Super Bump Setup Guide
1:12
Жыл бұрын
Looping Rain - Demo 2
0:05
Жыл бұрын
Looping Rain - Demo 1
0:05
Жыл бұрын
Пікірлер
@きくりん-p9o
@きくりん-p9o 4 сағат бұрын
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.
@kingadsmusic
@kingadsmusic 2 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! ✌🏾🤙🏾😎
@louisdavis1370
@louisdavis1370 7 күн бұрын
Your work is just so good
@nodesandnoodles
@nodesandnoodles 6 күн бұрын
Thanks Louis! Good to hear. 😊
@wishmerhill75
@wishmerhill75 8 күн бұрын
Just a comment to say thank you!
@nodesandnoodles
@nodesandnoodles 8 күн бұрын
You're welcome. Enjoy the series.
@francesca5536
@francesca5536 10 күн бұрын
Brilliant! Very aesthetically pleasing 😍
@nodesandnoodles
@nodesandnoodles 8 күн бұрын
Thank you very much!
@paulwebb311
@paulwebb311 10 күн бұрын
that looks so good mate. Awesome work.
@nodesandnoodles
@nodesandnoodles 8 күн бұрын
Thanks P. I appreciate it.
@danq2656
@danq2656 11 күн бұрын
Does this work with 4.2 and Eevee "next"?
@nodesandnoodles
@nodesandnoodles 11 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.
@johnisaac8483
@johnisaac8483 19 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.
@nodesandnoodles
@nodesandnoodles 18 күн бұрын
Hi there. Thank you. I'm not sure what's going wrong. Could the displacement be too strong?
@CarlosX3D
@CarlosX3D Ай бұрын
very impressive 🙂
@the_epipan
@the_epipan Ай 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.
@nodesandnoodles
@nodesandnoodles Ай 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_epipan
@the_epipan Ай 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
@anshbhilare9565
@anshbhilare9565 2 ай бұрын
I would totally buy this if it somehow supported pixel depth offset
@DVI--D77
@DVI--D77 2 ай бұрын
Gran trabajo gracias por compartir
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
Thank you, and thanks for watching.
@michajabonski214
@michajabonski214 2 ай бұрын
On M1 Pro not work good, eat much CPU.
@nodesandnoodles
@nodesandnoodles 2 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?
@michajabonski214
@michajabonski214 2 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.
@nodesandnoodles
@nodesandnoodles 2 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.
@michajabonski214
@michajabonski214 2 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. :)
@nodesandnoodles
@nodesandnoodles 2 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.
@Jungular
@Jungular 2 ай бұрын
I'm not getting the 'Import Super Bump' under the Super Bump 2 header. Am I doing something wrong?
@nodesandnoodles
@nodesandnoodles 2 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.
@ibrahimhalilcelek
@ibrahimhalilcelek 2 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?
@nodesandnoodles
@nodesandnoodles 2 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
@jadidim9890
@jadidim9890 2 ай бұрын
you are a true assassin
@FLORIANSPITERI-g3n
@FLORIANSPITERI-g3n 3 ай бұрын
hi ! thanks u for this great tutorial ! Is their a way to avoid the weird artefacts on the side of the rings ?
@nodesandnoodles
@nodesandnoodles 3 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-g3n
@FLORIANSPITERI-g3n 3 ай бұрын
@@nodesandnoodles okay ! Thank you , Aldo wondering , is there any downfall to using adaptative subdivision on this type of mesh ?
@nodesandnoodles
@nodesandnoodles 3 ай бұрын
@@FLORIANSPITERI-g3n nothing other than memory consumption and render times increasing a little. It should help a lot with the artefacts.
@FLORIANSPITERI-g3n
@FLORIANSPITERI-g3n 3 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 ?
@nodesandnoodles
@nodesandnoodles 2 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.
@alexismejiasdepexproP510
@alexismejiasdepexproP510 3 ай бұрын
genial y liviano!
@sameeruddin
@sameeruddin 3 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 ?
@nodesandnoodles
@nodesandnoodles 3 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.
@sameeruddin
@sameeruddin 3 ай бұрын
@@nodesandnoodles ok good serr !
@CGToonStudio
@CGToonStudio 3 ай бұрын
Sir Can we mix two textures in this Method??
@nodesandnoodles
@nodesandnoodles 3 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.
@CGToonStudio
@CGToonStudio 3 ай бұрын
@@nodesandnoodles Thanks for the fast reply back..
@Capn_Cantankerous
@Capn_Cantankerous 4 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).
@nodesandnoodles
@nodesandnoodles 4 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_Cantankerous
@Capn_Cantankerous 4 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.
@nodesandnoodles
@nodesandnoodles 4 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_Cantankerous
@Capn_Cantankerous 4 ай бұрын
@@nodesandnoodles unfortunately no, simplified is turned off. Although its good to know that option exists 😅
@nodesandnoodles
@nodesandnoodles 4 ай бұрын
Could you show me a screenshot of the bad displacement? Are you on Twitter/X?
@TETRINO
@TETRINO 4 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!
@nodesandnoodles
@nodesandnoodles 4 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.
@TETRINO
@TETRINO 4 ай бұрын
@@nodesandnoodles My bad - great update!
@amryassin8579
@amryassin8579 4 ай бұрын
no updated versions on gumroad?
@nodesandnoodles
@nodesandnoodles 4 ай бұрын
I'm getting the files ready to post right now. Won't be long.
@mugwortofz3lb1za
@mugwortofz3lb1za 4 ай бұрын
Awesome, is this compatible in 3.6.x?
@nodesandnoodles
@nodesandnoodles 4 ай бұрын
It is indeed! I create all my add-ons in 3.6 and then adapt them for 4 and above.
@mugwortofz3lb1za
@mugwortofz3lb1za 4 ай бұрын
​@@nodesandnoodles nice one
@juliaalder2007
@juliaalder2007 4 ай бұрын
How can we bake/export it? It's not possible with all the node set ups I know.
@nodesandnoodles
@nodesandnoodles 4 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.
@GDMOAI
@GDMOAI 4 ай бұрын
Does it work with blender 4.1?
@nodesandnoodles
@nodesandnoodles 4 ай бұрын
It does indeed. It works in both Cycles and Eevee but is best in Eevee. Cycles is limited in texture reads.
@GDMOAI
@GDMOAI 4 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.
@nodesandnoodles
@nodesandnoodles 4 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.
@GDMOAI
@GDMOAI 4 ай бұрын
@@nodesandnoodles i wish i could get it so bad...
@ahmedalharthy-x6f
@ahmedalharthy-x6f 4 ай бұрын
thank you for this tut i have purchased the nodes but when i click shiftA i cant find them
@nodesandnoodles
@nodesandnoodles 4 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
@paulwebb311
@paulwebb311 4 ай бұрын
cool 😀👍
@EvgeniyFurman
@EvgeniyFurman 4 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-po9zr
@AI-po9zr 5 ай бұрын
Is there a way to export it into Unreal as a strand or whatever?
@nodesandnoodles
@nodesandnoodles 5 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.
@IamSH1VA
@IamSH1VA 4 ай бұрын
@@nodesandnoodles Yesss, I want to use this in Unreal Too
@eclairesrhapsodos5496
@eclairesrhapsodos5496 5 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.
@nodesandnoodles
@nodesandnoodles 5 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.1
@com.zootub.HuyAC.1 5 ай бұрын
Thank you so much !
@schwarzlewis
@schwarzlewis 5 ай бұрын
I feel like you omit the most important information.. the shortcuts and the tools you use inbetween, really frustrating.
@nodesandnoodles
@nodesandnoodles 5 ай бұрын
The shortcuts I use appear on screen in the bottom right as icons and text.
@eclairesrhapsodos5496
@eclairesrhapsodos5496 5 ай бұрын
Is it work with cycles?
@nodesandnoodles
@nodesandnoodles 5 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.
@francesca5536
@francesca5536 5 ай бұрын
PBR Layers just keeps getting better and better, thanks a lot for your work! 😃
@nodesandnoodles
@nodesandnoodles 5 ай бұрын
Thank you! Glad you like it. 😄
@Jim5988
@Jim5988 5 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!
@nodesandnoodles
@nodesandnoodles 5 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.
@JakobMenz
@JakobMenz 6 ай бұрын
Love it! Looks super impressive! What's the main problem with its Cycled incompatibility?
@nodesandnoodles
@nodesandnoodles 6 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.
@shinigamisecret
@shinigamisecret 6 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.
@nodesandnoodles
@nodesandnoodles 6 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.
@nodesandnoodles
@nodesandnoodles 6 ай бұрын
Did you get it to work in the end?
@shinigamisecret
@shinigamisecret 6 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
@shinigamisecret
@shinigamisecret 6 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!
@nodesandnoodles
@nodesandnoodles 6 ай бұрын
Glad you got it sorted.
@shinigamisecret
@shinigamisecret 6 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
@nodesandnoodles
@nodesandnoodles 6 ай бұрын
Hi there. It should work on a cylinder like it does for a plane. Is your cylinder UV unwrapped?
@shinigamisecret
@shinigamisecret 6 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
@nodesandnoodles
@nodesandnoodles 6 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?
@shinigamisecret
@shinigamisecret 6 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!
@nodesandnoodles
@nodesandnoodles 6 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
@MENDA4X
@MENDA4X 6 ай бұрын
I bought it and it's great for sure I'll have fun :D THANKS !!!
@nodesandnoodles
@nodesandnoodles 6 ай бұрын
Great! Thank you for picking it up! Enjoy and happy blending!
@MENDA4X
@MENDA4X 6 ай бұрын
@nodesandnoodles thanks, which version of Blender is preferable to use ?
@nodesandnoodles
@nodesandnoodles 6 ай бұрын
@MENDA4X Super Bump will work for any version of Blender from 3.0 onward. Personally, I prefer 3.6.
@MENDA4X
@MENDA4X 6 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 ?
@nodesandnoodles
@nodesandnoodles 6 ай бұрын
@@MENDA4X could you please email me a screenshot of your blender at the address on your Gumroad receipt?
@lalawee2073
@lalawee2073 6 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?
@nodesandnoodles
@nodesandnoodles 6 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.
@kraig800i
@kraig800i 6 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.
@nodesandnoodles
@nodesandnoodles 6 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?
@kraig800i
@kraig800i 6 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
@nodesandnoodles
@nodesandnoodles 6 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.
@kraig800i
@kraig800i 6 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
@nodesandnoodles
@nodesandnoodles 6 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.