3D Surface Shaders - Things You Probably Don't Know

  Рет қаралды 21,022

Arvid Schneider

Arvid Schneider

Күн бұрын

Пікірлер: 63
@arvidurs
@arvidurs 3 жыл бұрын
I hope you enjoyed this shader introduction! Let me know if you want more getting started videos, or more advanced?
@alencg2518
@alencg2518 3 жыл бұрын
Hey can you tell me what your pc specs?
@santoshkumar-we5pj
@santoshkumar-we5pj 3 жыл бұрын
Nice tutorial Sir. Both videos...
@tlilmiztli
@tlilmiztli 3 жыл бұрын
making real foam on the drink - like beer or coffee - material. Not just faking it with flat photo but realistic looking foam. That would be absolutely awesome.
@santoshkumar-we5pj
@santoshkumar-we5pj 3 жыл бұрын
@@tlilmiztli yes sir.
@whitehousepostbox
@whitehousepostbox 3 жыл бұрын
Thank for the tutorials, I'm the beginner of Arnold renderer, this is very helpful and sure I'll keep following your channel. love it.
@just8Anka
@just8Anka 3 жыл бұрын
hello, Arvid! I appreciate your choosing my Ganesha 3D model for your tutorial :)
@arvidurs
@arvidurs 3 жыл бұрын
Hey Anka - happy to have bought it, it's great quality :)
@just8Anka
@just8Anka Жыл бұрын
​@Johnny Bravo I suppose links are prohibited in this comment section, but you'll find this model in cgtrader and turbosquid by searching with keyword Ganesha :)
@Alohamora_13
@Alohamora_13 3 жыл бұрын
Thanks for these tips Arvid. Also loved your talk at the Renderman AS&F!
@arvidurs
@arvidurs 3 жыл бұрын
Oh thanks so much! That will be uploaded soon as well :)
@hkrm846
@hkrm846 3 жыл бұрын
Thank, I always had a problems with setting up shaders
@aydinbadrian16
@aydinbadrian16 3 жыл бұрын
Fundamental and super essential tutorial! Thank you Arvid
@arvidurs
@arvidurs 3 жыл бұрын
Glad it helped!
@balaKesavanbala
@balaKesavanbala 3 жыл бұрын
thanks for your efforts, we need more getting started videos..
@monocore
@monocore 3 жыл бұрын
Love this. Things always fmove forward and even though your older videos are still relevant, it's so refreshing to see new stuff added.
@PedroLima-oo6ue
@PedroLima-oo6ue 3 жыл бұрын
Awesome video as always! Learnt a lot!
@erkerutdemonheart8581
@erkerutdemonheart8581 3 жыл бұрын
Dude... you are a gold mine.
@TheSatzy6699
@TheSatzy6699 2 жыл бұрын
Excellent
@outtoplay
@outtoplay 3 жыл бұрын
Thanks for the great topic. You have a terrific teaching style. Have an awesome day!
@arvidurs
@arvidurs 3 жыл бұрын
Thanks so much! Enjoy your day as well!
@SatyamAdhikary
@SatyamAdhikary 3 жыл бұрын
wow! you choose a model of lord Ganesh! and nice video it will help us a lot!
@arvidurs
@arvidurs 3 жыл бұрын
Glad you liked it
@FaddyVFX
@FaddyVFX 3 жыл бұрын
Nice video, well done, you have very nice talent, awesome and wonderful to watch
@alexalekhin3556
@alexalekhin3556 3 жыл бұрын
great! as always!
@ShootTheMoonStudio
@ShootTheMoonStudio 3 жыл бұрын
Loved the roughness explanation at the end. Very helpful.
@arvidurs
@arvidurs 3 жыл бұрын
Glad it was helpful!
@ItsAppleshampoo
@ItsAppleshampoo 3 жыл бұрын
Awesome video! Would love to see something about texturing in Substance painter and then rendering in Arnold. I can never get my materials to look as good as they do in Substance.
@axe_fx
@axe_fx 3 жыл бұрын
"Leave the specular weight at 1 and play with the roughness" is the one I needed. 1 year of CG and I still didnt know that
@schmoborama
@schmoborama Жыл бұрын
after 20yrs of cg that's *still wrong*. It's the latest *trend* and it's stupid. To begin with, you must have cross-polarized diffuse maps / reflection removed, in order to use that, or your rendered color will be falsely desaturated with double-reflection. I've only ever seen those once on a project, and no mid-level studio or below is going to the trouble to make them. Secondly it makes every surface in your scene cpu-intensive, with raytraced rough reflections. I've already seen single frames that take more than 1 and 1/2 f'ing days to render, with no hair / sss / volumes or anything else that's slow, just hard-surface stuff, and still had a bit of noise. At that rate, Toy Story 1 would still be rendering today. And arnold is slow enough as it is, so this is just baffling to me. *Also ignores surfaces like chalk, rust, clay pots etc.
@axe_fx
@axe_fx Жыл бұрын
@@schmoborama thats the first time I am hearing about this, care to explain what "polarized diffuse" is?
@schmoborama
@schmoborama Жыл бұрын
​@@axe_fx crossed-polarized photography separates light that's reflected directly from the light source ( specular ) from light that's bounced once or more in the micro-bumps of a surface ( diffuse ) ; kzbin.info/www/bejne/kGmkcotjerOKrLM He shows it at 8min. 18sec. But 'he' says to use 0.5 specular, not 1.0! 🤷‍♂
@axe_fx
@axe_fx Жыл бұрын
@@schmoborama ah yeah now I understand, but maybe blender 0.5 specular = Arnold 1.0?
@schmoborama
@schmoborama Жыл бұрын
@@axe_fx oh good lord no, no one's going to make a renderer that reflects half the light when set to 1.0, or double it either
@Pradeepverma-tq3tz
@Pradeepverma-tq3tz 3 жыл бұрын
wow! Ganpati Bappa Morya..... Thanks for these tips
@ssiiriiuss
@ssiiriiuss 3 жыл бұрын
Hi Arvid, what is the name of the program in the lower left corner, the one that dress with pencils?
@jakobvoldberg451
@jakobvoldberg451 3 жыл бұрын
Very nice, thanks! Would love to see how you approach texturing large objects where visible repetitions are unavoidable, e.g. large walls or floors :)
@user-xy4bs1nm3k
@user-xy4bs1nm3k Жыл бұрын
11:11 You can't tell people to keep specular at 1.0 and turn up roughness, just because "all light is reflected", because that is what the Diffuse channel is simulating in the first place. Surfaces don't reflect all wavelengths of light at 100% ( xcept maybe white ), and that is why we get colors. So unless you're suggesting putting all diffuse textures into the Spec channel, then don't tell people to leave Spec at 100%. Any diffuse textures based on photographs are 'already' going to have this reflection color baked into them too, unless they were photographed with the cross-polarizing method. That's like 0.001% of diffuse maps out there. How many of you photograph your own objects for texture painting, and have polarizing filters? Or even know what I'm talking about? This silly little "I'm thmart, rough-reflections-on-everything!" trend needs to end. It's loosely based on realism, yea, but so is using sss on all wood materials, or getting rid of cg lights in favor of using a super-bright filament inside of, and focused by, a reflective lighting instrument, then rendering caustics and extra trace bounces to get 'real' light. Having raytraced, rough reflections on everything in your entire scene, is also needlessly spiking the hell out of render times, and Arnold is slow enough as it is.
@arvidurs
@arvidurs Жыл бұрын
First of all, it's my channel, and I can tell people what I want. Now that that is out of the way, please show me any dielectric material which specualar response is non-white. Your remark on putting SSS on wood, is also wrong, as wood does not scatter light as a soft body like wax or skin. If you want to model wood, it's made up of fibres similar to hair, so it's a completely different shading model. If you listen closely what I'm saying, you will notice the phrase, "I'm using this workflow for all my basic materials". I appreciate the comment, and the sentiment you are trying to convey, but make sure to cover your bases with remarks like that. I would love to see some papers about common colored dielectrics that reflect different wavelengths. Also please have a read through this: autodesk.github.io/standard-surface/ It might help your understanding on the standard surface shading model.
@Palrakesh363
@Palrakesh363 3 жыл бұрын
ty very much
@Palrakesh363
@Palrakesh363 3 жыл бұрын
Ganpati Bappa morya 🙏, thx man
@mikelast3099
@mikelast3099 3 жыл бұрын
Great video, as always. If possible, would you also do some 3ds Max videos. I had some problems recreating your copper dragon video in max. Thanks
@arvidurs
@arvidurs 3 жыл бұрын
hey, I might to Max videos in the future, but currently not on my roadmap. The same shading techniques should apply though
@mikelast3099
@mikelast3099 3 жыл бұрын
@@arvidurs thanks for the reply. Also I thought it would be easily translatable into Max, but many maps do not exist under the Maya name and many have different features.
@pepnoi
@pepnoi 3 жыл бұрын
Always usefull
@tlilmiztli
@tlilmiztli 3 жыл бұрын
Great stuff, thank you. Word related to the last comment you made. Yesterday I was getting really horrible, over-saturated noise/artifacts on texture. Really simple material: some metalness and lower roughness for reflections plus jpg picture for a color. I was able to eliminate them completely precisely by lowering weight in specular. I dont know how and why thats the case but I had this artifacts only with weight set to 1. Anything tiny bit lower is fine. Any ideas why it could be?
@arvidurs
@arvidurs 3 жыл бұрын
Hi Nezumi - that's interesting. haven't seen that one before. you might just have super hot lights, which are reflecting?
@schmoborama
@schmoborama Жыл бұрын
first off, jpgs are 'craaaap'. find textures on the web that aren't jpg, and don't convert them to jpg. they can cause technical problems as well as quality problems - they're only designed for final viewing, not rendering. That could be your problem right there, since jpgs do have artifacts in them from the compression process, that happened to me years ago. "some metalness" There's only a handful of semi-metallic elements in the world, like germanium, and boron or something - so for anything actually used in 3d scenes, it should really be 100% On or 100% Off, unless you're sure that a mix is what you need. Also seems that Arnold is also just adding the metal reflection to the Specular reflection too, which is wrong, and makes fireflies worse. "this artifacts only with weight set to 1" What happens when set to 1.0 is that other channels get switched off completely. Metalness 1.0 shuts off all contribution from Specular for example - so dropping the value changed something like that.
@mqmadrid
@mqmadrid 2 жыл бұрын
Have Arnold for Max and Maya some differences? Less options on Max?
@arvidurs
@arvidurs 2 жыл бұрын
Arnold itself should be identical
@OscarTorresWork
@OscarTorresWork 2 жыл бұрын
Any way you can make a video of a animated creature like dog or monkey and have xgen fur added to a Bind skin with animation. And have fur follow along?
@conceptinstinct3287
@conceptinstinct3287 2 жыл бұрын
Can you do a tutorial on how to make a tree and leafs ?
@arvidurs
@arvidurs 2 жыл бұрын
If I’m honest, I’d be using speedTree for it
@abiyyupanggalih854
@abiyyupanggalih854 3 жыл бұрын
Hi, can I use Arnold material then render in V-ray?
@oscarcampbellhobson
@oscarcampbellhobson Жыл бұрын
Hey what your pc specs?
@marcelogonzalez9565
@marcelogonzalez9565 3 жыл бұрын
Great! Can you make a video about volume renders like smoke and clouds in maya? Thanks for the video.
@arvidurs
@arvidurs 3 жыл бұрын
Hi Marcelo - thanks for the suggestions. I would probably do them rather in houdini using arnold or renderman
@Ecklar
@Ecklar 3 жыл бұрын
Hello Arvid, happy to take your request of ideas for new videos litterally : how about data passes (depth, PW, PO, etc… ) in reflections like mirrors ? Often in 3d these are pain in the ass to make it work. Do you have any tips on it ? Cheers !
@oleghvedchenya9237
@oleghvedchenya9237 3 жыл бұрын
Where I can set one more like for this video? )))
@ajayparadkar
@ajayparadkar 3 жыл бұрын
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