(IMPORTANT UPDATES AT END OF MESSAGE > ) It's a long road to get to the end of this tutorial! :D So congrats for getting through, there should be plenty of tips along the way! If anyone needs any help just honk the horn i'll pull over and help change the spare tire (admittedly the pun/metaphor has completely collapsed at this point! :D ) Aidy. UPDATES > The voronoi node got updated in 2.81, I've made a post about it here on Facebook to help explain the important bits...facebook.com/AidyBurrows3D/posts/2468290730153445 and also on the main Creative Shrimp page here... www.creativeshrimp.com/procedural-asphalt-texture-eevee.html In most cases to get the equivalent you can just use the '3D' 'Distance to edge' and then take the distance output for the intensity - crackle effect. At 57:16 the cycles settings referred to there are now in the 'visibility' section of the same area, look for 'ray visibility' for the exact set of checkboxes required.
@kevinsundelin86394 жыл бұрын
What was the height mapping for? It didn't really look like it did anything in the end
@AidyBurrows3D4 жыл бұрын
do you mean for the displacement? If so, I was using that just to demonstrate how to get it as close as possible between cycles and eevee. The way the bump node distance value relates to the other height based nodes. Hope that makes sense. :)
@bluefox98194 жыл бұрын
For me the voronoi texture drop down menus start off as 3d, f1, Euclidean, I cant find the crackle option
@AidyBurrows3D4 жыл бұрын
@@bluefox9819 The voronoi node got updated in 2.81, I've made a post about it here on Facebook to help explain the important bits...facebook.com/AidyBurrows3D/posts/2468290730153445 and also on the main Creative Shrimp page here... www.creativeshrimp.com/procedural-asphalt-texture-eevee.html In most cases to get the equivalent you can just use the '3D' 'Distance to edge' and then take the distance output for the intensity - crackle effect.
@niemanickurwa4 жыл бұрын
Will this work ok with Cycles?
@jairoquick5 жыл бұрын
I actually prefer this longer detailed tutorials, i can see exactly what setting changes what so i can make my own adjustments. Of course, having free time on your side helps, but you can't never achieve greatness just by watching 2min tutorials. Great work Aidy, keep it on!
@vstreet75835 жыл бұрын
After 40 years as a product designer, using many different 3D CAD systems, I am now learning how to use Blender. You explain so clearly the fundamental building blocks required to achieve stunning, procedural textures. I have thoroughly enjoyed every minute of your tutorial and every small detail. I spent over 10 years designing Bentley motor cars. You are a Bentley of the Blender world. Such detail. Beautiful detail. It really does make a difference. Thank you so much for sharing your knowledge of this incredible Blender software. THANK YOU. Dg
@AidyBurrows3D5 жыл бұрын
Wow! That is high praise indeed! :D Not sure what to say to that, except maybe I hope I can deliver some more of the same! :)
@vstreet75835 жыл бұрын
@@AidyBurrows3D Blender is going from strength to strength and the news flow just gets better and better. Super creators, like yourself, are an essential part of their development process. Thank you for everything you are doing. THANK YOU. Dg
@jrganimation3095 жыл бұрын
definitely prefer these in depth tutorials. In an hour you've given what's probably half a semester, if not more, worth of skills and knowledge. Thank you for this!
@AidyBurrows3D5 жыл бұрын
That is so good to hear! It takes a looong time to put these together and so great to hear it's worth it! Thanks! :)
@YvesPerera5 жыл бұрын
Answering your question from the end of the tutorial : I personnally prefer those long, in-depth tutorials. Thx a lot for all that hard work!
@AidyBurrows3D5 жыл бұрын
Thanks for the feedback, it's much appreciated! :)
@JaredOwen5 жыл бұрын
Aidy - I learn so much every time I watch one of your videos. Keep 'em coming!
@AidyBurrows3D5 жыл бұрын
Appreciate that Jared thanks so much! I've been so busy on the hard surface update, it's great to have more coming out soon! :)
@mcan-piano47185 жыл бұрын
I prefer this long videos with procedural textures. I really appreciate this tutorial. Thank you for your time. I am looking forward to more tutorials like this
@AidyBurrows3D5 жыл бұрын
Thanks! That's great to hear that longer is ok. :)
@Wzxxx4 жыл бұрын
Yep. it is perfect.
@planet_babylon5 жыл бұрын
Love this. Great workflow. Brilliant teacher. More deep dives pls. Lots of tutorials on Blender don’t go into enough detail but with yours you empower people to create more personal projects not just one set result. Amazing. You and Gleb are both legends. More detail deep dives pls.
@AidyBurrows3D5 жыл бұрын
You are too kind! Thanks so much! :D That has made my day that you think this info can work for so much more than just this particular example, that's our dream when structuring how to present these tutorials! So really great to hear! Thanks again! :D
@planet_babylon5 жыл бұрын
Aidy Burrows 3D you’re welcome. I’ve been a subscriber of yours and Gleb for almost two years now. Gleb’s lighting tutorials really helped me and your procedural workflows are amazing. I bought your hard surface modelling course and that really allowed me to go up to a new level. Thank you. Keep these coming.
@buhaytza20055 жыл бұрын
Aidy, gotta say, I'm only half way through this but I already got a couple of shortcuts I didn't know and I'm starting to get a better understanding of nodes - thanks for explaining what does what, that is truly a blessing for a beginner like me. I feel inspired :D
@AidyBurrows3D5 жыл бұрын
I was hoping that it could be at that level of usefulness! So that's awesome and very encouraging to hear!! :D
@buhaytza20055 жыл бұрын
@@AidyBurrows3D Gobsmacked by the end of it.. I think I will revisit it once I get a better understanding of things. I think it was pitched at the right level to allow me as a beginner to keep up (did take me about 3 hrs to go through all of it - including notes) and I believe it had some great tips and tricks that I think would keep the more experienced users interested. Plus, love the jokes!
@altafshaikh50365 жыл бұрын
Really a good excersice to learn and understand the nodes and pbr materials
@gossiz5 жыл бұрын
Thanks for a great tutorial. These longer ones are full of many valuable tips that can't be picked up in 10 minute tuts.
@PaulCole-715 жыл бұрын
Great - so methodical and well explained. Thanks Aidy.
@bastianpukallus92655 жыл бұрын
Thank you! Another AB Masterpiece :) I prefer those longer types of tutorials and every second is worth it
@AidyBurrows3D5 жыл бұрын
Woo! Glad it was worth putting that effort in for the longform! :D
@chrisprenn5 жыл бұрын
Very nice material setup! Something that bugged me though: Instead of turning down the subdivision dicing scale below 1 pixel on the object it is a lot better to increase the preview subdivisions from 8 to 4 or 2 or even 1 in the "Render" tab. That way you don't kill your machine when hitting F12 because subdivisions lower than 1 pixel are usually not needed and the default dicing rate for renders is 1 so in combination with a dicing scale of 0.1 you would generate 10 times more geometry than what you can actually see in pixels...
@AidyBurrows3D5 жыл бұрын
Thanks Chris! In regards to the displacement subdivisions, it did occur to me whether to go deeper into that and introduce that section of the render tab but felt it was slightly digging too deep into something that was a little off topic, the main drive of the tutorial is getting the most we can out of Eevee with our procedural texturing. Once we start layering up, the displacement side of things becomes a little redundant and before that we're only interested in the preview, I do plan to follow up on this though with some thoughts on how best to work all that but in this tutorial I was in danger of turning it into a 2 hour monster. :D Thankfully nice peeps such as you chime in with additional info that is super helpful for extra things like that. :)
@steven_lhmn5 жыл бұрын
WOW! I was so surprised as you created the road texture out of nothing. Really appreciate your tutorials. Thanks
@AidyBurrows3D5 жыл бұрын
That's very kind of you to say thanks! To take it a step further it is completely fine to also use image textures they can really help, but getting more and more confident with procedural stuff can help create things that aren't really very easily photographed. :)
@CTRL_SMarcos5 жыл бұрын
Incredible work! Thank you so much. Yeah, I prefer these videos in depth 😀
@AidyBurrows3D5 жыл бұрын
Really glad you liked it! They do take a lot of work to keep it succinct even at that length! :D
@RomainLaporte5 жыл бұрын
@surya kiran reddy I agree, more procedural texturing !
@UHStudio5 жыл бұрын
Thanks for this tutorial! Learned a lot! And would definitely agree with the rest that to cover in-depth material, in-depth (and longer) tutorials are indeed appreciated.
@AidyBurrows3D5 жыл бұрын
That's great to hear! It's very nice to hear that people have the attention span to handle it, though i am definitely aiming for the same level of indepth at half the time, i will hit the golden ratio between depth, result and time taken eventually! :D
@Instant_Nerf Жыл бұрын
Absolutely amazing how powerful blende is
@xantishayde-walker45934 жыл бұрын
Almost there! I'm about 48 minutes in. I wassssss going to do this last week, but I got around to it this week. Well, I would finish this up and go onto baking this down for Unreal, yet my bed is calling. Need to get that beauty sleep. Lol! Anyway, great tutorial so far. 10/10, would Blend again. ;)
@AidyBurrows3D4 жыл бұрын
That's awesome!!! Thanks so much! And that is amazing well done for blending along, since things have changed in the voronoi tutorial lately it's not the easiest thing to follow along, so many congrats!!!! :)
@VicVegaTW5 жыл бұрын
Good to see your 2.8 workflow, so many tips and tricks I didn’t know.
@AidyBurrows3D5 жыл бұрын
Woo! :D And many more to come!
@gunnaryoung5 жыл бұрын
Using colors as vectors! I've never seen that before, that's cool!
@AidyBurrows3D5 жыл бұрын
Great to hear it was useful! At one point if I remember correctly in Blender we didn't actually used to have a separate vector node that could split the vectors into x y and z channels, so we instead used to use the separate rgb node instead! They basically do the same thing but it's cleaner to keep similar sets of values together, but still it's interesting and sometimes very cool to mix them up :D
@mindcreativestudios47094 жыл бұрын
I definitely like the longer detail videos. Thanks for your for such valuable information.
@polynightingale39695 жыл бұрын
Massive respect your work is always inspiration cause don't skip any detail at all !!
@AidyBurrows3D5 жыл бұрын
Thanks so much! It takes a while but it's worth it when people get something out of it definitely! :D
@polynightingale39695 жыл бұрын
We understand it completely cause there are lots of tutorial out here and almost everyone are same. But you always bring some legit stuff. So we are perfectly ok to wait. And thanks to you now I am now able to manipulate all the vectors in the way I want.
@kamenriderinfinity5 жыл бұрын
Really dig this exhaustive in depth tutorial. Would love to see more!
@AidyBurrows3D5 жыл бұрын
Thanks! Great to hear as these things take ages, it could so easily have been 2 or 3 hours long instead! I can imagine when I come back to break this road up a bit and add weathering, aging general damage it'll be another long one! But hopefully the ideas will translate to other topics also. :)
@StaticPhotons5 жыл бұрын
Awesome video! Personally I love these long technical videos, seeing a versatile node tree being created is always inspiring.
@AidyBurrows3D5 жыл бұрын
Thanks for the comment great to know I'm on the right track! I'll definitely be trying to maintain that deep dive into practical and versatile projects. Hopefully inbetween I can get out some still detailed but shorter looks at some aspects, such as the new easy stones and cracks that I just put out, highlighting some of the key powers of the new voronoi options that we're so heavily relying on to make this effect, and to then take it a step further by colorizing the stones. :)
@Wzxxx4 жыл бұрын
So well explained. Great tutorial. I love the way You explain more complicated parts with more simple examples. That's the way we can really understand what is behind. You are outstanding teacher. There are "some" people around who mainly show off with their knowledge instead of sharing it. I really appreciate your work. Thank u.
@AidyBurrows3D4 жыл бұрын
wow, thanks so much! That is massively appreciated and super encouraging!!! :)
@PrashanSubasinghe5 жыл бұрын
Thank you Aidy. I was working on a procedural material myself and got some really good tips from this. Also I really like the long format.
@AidyBurrows3D5 жыл бұрын
That's great to hear! Overall the result is actually pretty simple but it's such a blank canvas and so many ways to go about it that hopefully these collections of ideas can help in a wider sense, especially for other procedural texturing projects. :D
@timlongoria6815 жыл бұрын
Love this video. Never seen the sine node used, especially how to manipulate it so well.
4 жыл бұрын
This is the best blender tutorial! Thank you very much Aidy.
@igorwilczynski32665 жыл бұрын
Great tutorial or study! Now i know everything that i was missing. Thank you sooo much ! Hope to see more of yours videos, all in depth ye !
@AidyBurrows3D5 жыл бұрын
Woo! Thanks so much, great to hear it helped! :D
@geoffrey36685 жыл бұрын
Great tutorial! I like long deep tutorial personally.
@HandleBar3D5 жыл бұрын
This was great I love these long ones Thankyou so much
@gnomemercycs55784 жыл бұрын
Ridiculously good tutorial, thank you!
@batimao92735 жыл бұрын
Great Job! Many details!
@DaRealGoosebumps5 жыл бұрын
Thanks Aidy and CGMasters!
@Cloud-Yo5 жыл бұрын
MASSIVELY informative..Love the long videos with all the step by step. Thanks!
@AidyBurrows3D5 жыл бұрын
That is awesome to hear! I'll probably always keep that step by step style. :D
@Cloud-Yo5 жыл бұрын
@@AidyBurrows3D Thats great to hear. this procedural workflow is awesome to see in blender but the things I learned of the various Nodes and their relationships as you clearly described in this video spans a much wider gamut of uses! bravo
@edwardspringer89915 жыл бұрын
I have been looking for a road tutorial for months thank you.
@AidyBurrows3D5 жыл бұрын
Woo! I'll have more on the subject soon! :D
@oscardelacruz64085 жыл бұрын
WOW WOW WOW, Loved it! Im new using blender and for things like this I'll keep using this beautiful software! THANKS A LOT!
@AidyBurrows3D5 жыл бұрын
Great to hear! :D
@ChrisVian884 жыл бұрын
This is really good tutorial. Thank you Aidy!
@rasta_cg5 жыл бұрын
Incredible tutorial!! Thanks so much!
@AidyBurrows3D5 жыл бұрын
Woo! Very glad to hear! It took a while to put together 😀
@nataliabrasil9315 жыл бұрын
I would like to see more tutorials and courses like that
@Jacur19805 жыл бұрын
Great video! Thank you for the material. Regarding the length, it was a bit challenging but I guess important to see all the steps. Except such long pieces I would love to see shorter movies treating about certain techniques or usage of a set of nodes. From the other hand this material with provided timestamp may serve as a set of the latter. Cheers!
@AidyBurrows3D5 жыл бұрын
I super appreciate all the support here for sure, the willingness to go that full hour into this content is awesome! I'm definitely aiming to be as economical with everyones time as possible, and going to be aiming to keep the future tuts as short as i can! Though depending on the topic that still might be up to 40 mins or so! :D
@nottinghasm4 жыл бұрын
'No metaphor for the real world of course!' :D Great video overall.
@malekmahadeen62595 жыл бұрын
great tut thanks
@arianullah62575 жыл бұрын
I would like to see more of these Procedural Texturing tutorials
@AidyBurrows3D5 жыл бұрын
Cool! As I will be definitely doing more! :D
@arianullah62575 жыл бұрын
@@AidyBurrows3D Thanks!!
@BluePixelAnimations5 жыл бұрын
Great job Aidy! Love this tutorial!! 😁😄👌🏻
@LazyDev274 жыл бұрын
My voronoi texture looks different in 2.81. It shows 3D, F1, and Eucladian. Distance from edge seems to have the closest effect to crackle. But mine seems a lot smoother and blurrier than yours. But none the less learned a ton from this. Just kind of had to make due without the exact same crackle setting.
@AidyBurrows3D4 жыл бұрын
I've made sure to pin my main comment as I think some people aren't seeing it, i try to keep key updates there, you basically have figured it out though. :) To reiterate here just for completeness... to get the crackle effect in the new voronoi node just use the '3D' 'Distance to edge' and then take the distance output for the intensity - crackle effect. :D
@ykyjohn5 жыл бұрын
this is amazing tutorial. Yes it is a long tutorial, but teaches a lot! Very hard to use it as reference though, unless the video had some way to jump to subjects in the video time line. Other than that i really wish a tutorial to help teaching more about how to make textures, this one i am going to save for sure. But wish one more beginner friendly, more like a run through the node and tool , and methods on all about creating textures from scratch. thank you for this one.
@AidyBurrows3D5 жыл бұрын
Thanks! That's also a great suggestion, and would be worth me looking into to do more general texturing things as you suggest. By the way there are some timestamps in the description that jump through the general process but nothing as yet for individual smaller tips thoughout. :) Aidy
@jeffg46865 жыл бұрын
Really amazing texture. You and Gleb should come up with an "ultimate shader pack" for blender 2.8 - I would be a purchaser for certain.
@AidyBurrows3D5 жыл бұрын
Thanks for the encouragement Jeff! I'll add some more details to this texture and show how it can be developed with some nice controls soon! :)
@massivetree79375 жыл бұрын
Thanks for the tutorial Aidy. I'm trying to learn several aspects of Blender as I'm relatively new to it so some shorter quicker to achieve tutorials would be appreciated!
@AidyBurrows3D5 жыл бұрын
Thanks! I'll definitely get some shorter ones out there too then. ☺️
@user-ey1sg5gp2s5 жыл бұрын
this is awesome! You've earned a new sub! 👍👍👍
@smfknj60104 жыл бұрын
This looks so good
@badsamareetan1773 жыл бұрын
Absolutely loved that tutorial. It's very very easy to follow and he way you explain everything is very comprehensive explicit yet to the point without any non sense. Only 1 question I have is how does one get to this level of understanding material building via nodes? I can follow you easily but I can't seem to be able to understand everything. It's totally different to understading modeling or any other aspect of 3D to me. Lol I'm a noob
@michaelscofield45245 жыл бұрын
the dicing scale is to save memory and efficiency in the viewport, not the actual final render, the render itself will have around 8x the subdivisions that you see in the viewport, so even though it looks blocky or sharp in the viewport, most likely the render will look really good.
@AidyBurrows3D5 жыл бұрын
That's very true for the default settings. I was wondering whether I should have added that to lessen the difference between the preview and the render we can just go to the subdivision panel in the render tab of the properties window and match the dicing rate render/preview to be the same so instead of 1px and 8px change it to more like 1 or 2px each, or maybe instead of an 8x difference change it to a 2x difference. In case someone actually did want to render it out cleaner but not max out their memory. :D
@rgferreira784 жыл бұрын
Awesome tutorial! Thank you so much.
@505Legion5 жыл бұрын
I would give an arm to have the exact same tutorial but without all these shortcuts and actually having the connections done by hand. Seeing everything does worth me 2 more hours on top of it.
@AidyBurrows3D5 жыл бұрын
Hi! Just so I understand, which shortcuts do you mean? As in hotkeys? I'm intrigued thanks! :)
@rodrigomartinelli7415 жыл бұрын
Superb! Thanks a lot!.. Edit: even thoug there are videos about it, the cherry on top would have been baking this into an actual texture..
@AidyBurrows3D5 жыл бұрын
Thanks! I've got a couple of quick tips lined up and one of them will be baking this down into a texture so please stay tuned! :D
@rabatindominik5 жыл бұрын
great tutorial :) thanks. btw you could mute node (with M), and no need to reconnect that bump or normal node again and again
@AidyBurrows3D5 жыл бұрын
thanks! yeah i love the mute key! I'm just removing the bump/displacement part of it in most cases here just to be REALLY clear what's going on. I had a lot of inconsistency with how it was updating, probably something that has been fixed by now. :D
@sk1ttle3145 жыл бұрын
Looks like I'm a little late to the party but here's some feedback anyways. I like this long type of video but I would recommend to also make short videos so everyone gets what he likes. Also you could split long videos into multiple parts, it may not seem like big difference but a lot of people prefer to watch two 30 minute videos.
@AidyBurrows3D5 жыл бұрын
Thanks! I'll give a shorter video a go and see how it goes, I think it's fair to produce both kinds of content. :)
@bharatt.c.18075 жыл бұрын
Great tutorial Can you do a tutorial on procedual shading for terrain ? Which will be very helpful Thanx
@AidyBurrows3D5 жыл бұрын
There are a lot of cool stuff that can be done with that for sure, i'll get it on the list! Thanks for the suggestion! :)
@thomasburbage54504 жыл бұрын
Could be called "Introduction to Creation of Procedural Materials with Nodes". At least, it was a good intro to that subject matter for me. The next steps might be how to make it tileable "length-wise", then setting up a standard texture baking rig to bake off PBS texture maps from + tangent space normal and height.
@mettesboy4 жыл бұрын
Great tutorial! I've just begun using blender. If I wanted to make this road let's say 100m long. How do I do this? If I just scale it, it stretches all the texture. What is the easiest way to do this please?
@AidyBurrows3D4 жыл бұрын
Hi! Thanks! I'll likely put together a quick tip on this topic, but for now I would suggest wherever for the main road geometry it says 'generated coordinates' to instead use UV's. A quick way to create that geometry with working UV's would be to use an array modifier, and if offsetting on the x axis also offset the uv's too that is to say try sliding the U Offset value to 1! Hope that helps! :)
@pianoscapes095 жыл бұрын
I´ve watched the tutorial and it worked, it's awesome. Could you make a short tutorial tho on how to make a shader like the principled shader out of this? Like I think you can achieve that with a group but I don't really know how to do that.
@AidyBurrows3D5 жыл бұрын
Interesting idea, do you mean to recreate the principled shader using diffuse and gloss shaders etc? I think there maybe some resources around for that already if i remember correctly. :)
@JayYeasmin5 жыл бұрын
Thanks a lot, I understood some of the words
@AidyBurrows3D5 жыл бұрын
I aim to get that up to most of the words, and then eventually all of the words! :)
@Elbot1205 жыл бұрын
Ah, this was quite the ride. Awesome tutorial, I'm curious as to how you figured out what noise textures to use to get the result you wanted. Is this a culmination of years of messing around with the different nodes and understanding what they do or was there a method that you had to determine which node went next to create the road texture?
@AidyBurrows3D5 жыл бұрын
Thanks so much! I've been messing around in the nodes of blender for many years now that is true, but the community certainly helps fast track many concepts, so watching tutorials helps, and also watching tutorials for other software like substance designer helps too, though it is clear that blender has a way to go to be on par with substance it is satisfying nevertheless to be able to do some very cool procedural materials within blender. :) The general method I have of creating a procedural texture is to look at the big shapes or the more defining shapes, for example in the road that seemed to me to be the stones and then experiment from there. :D
@Elbot1205 жыл бұрын
@@AidyBurrows3D That's awesome man!
@gavwyatt53145 жыл бұрын
thanks Aidy
@AidyBurrows3D5 жыл бұрын
you're welcome! :D
@shakaama2 жыл бұрын
does this tutorial work in 3.0 at all? at 23:00 that entire section of it being raised and lowered on one side to the other just would no work for me. I repeated those entire 23 minutes over and over, with some adjustment for what i thought it looked like for nodes that had 50% changed. I adjusted to what it LOOKED like on screen. but by the time i got to the one side lowered and other side raised, nothing I did worked. I'll just pause this and wait for someone to respond.
@tommythunder65784 жыл бұрын
Hello Aidy, and thank you for this cool tutorial! I am kind of new to blender and would like to ask you how to use the procedural asphalt with other geometries than a square without changing the texture dimensions. Is it possible to use it as an actual shader, e.g. for curved roads? (it would work without the lines as well) Best regards, Tomas
@AidyBurrows3D4 жыл бұрын
Thanks! Sure thing, my recommendation would be to use uv's as the texture coordinates and then everything should work fine for large areas. 🙂
@tommythunder65784 жыл бұрын
...cool! Thanks for the tip - it works out fine!
@clintshelton39764 жыл бұрын
Hey Aidy thanks a bunch for this awesome tutorial! I hit a snag along the way at around 26:15 where squeezing the color ramp flattens out the rocks. I am using Blender 2.82a and all it seems to be doing to making the gradient sharper, therefore my rocks tend to thin out and get pointier(if that's a word). Anyone else find a solution? Thanks
@gangedup15 жыл бұрын
Awesome!
@BananaBoyProduct5 жыл бұрын
awesome tut. love these long and in depth studies/procedures. learned so much more than just creating pavement. Thank you. quick question, first time actually working with eevee, my viewport is extremely low quality and showing the bump very pixelated. switching to cycles gets rid of this low res look. does evve just not handle bump textures well? im perplexed.
@AidyBurrows3D5 жыл бұрын
Thanks! Regarding Eevee being very pixelated i'm not sure, that doesn't sound quite right, the bump node does give a kind of flickering that is noticeable in animation, for animation it's useful to convert bumps then into normal maps and work from there. In case it's useful we put some info on that here.... www.creativeshrimp.com/normal-map-blender-tutorial.html :)
@BananaBoyProduct5 жыл бұрын
@@AidyBurrows3D thank you for the link. i guess another way to describe it is terrible anti-aliasing, or no aa, which is causing that bump texture to look extremely low resolution in the viewport.
@AidyBurrows3D5 жыл бұрын
In the article I described it as kind of overly sparkly, you can see the comparison between the bump and normal here... You'll see the normal is easy smoother, the bump is great for single shots but for animation normal maps are the way to go...kzbin.info/www/bejne/rqvbpKedf6p7os0
@StrikeDigital3D5 жыл бұрын
This is really Great! But I'm wondering why you didn't use a waves texture for the white stripes. It seems like that would be a lot easier than making basically the same thing but with maths nodes. I'm probably wrong but I was a bit curious about it.
@AidyBurrows3D5 жыл бұрын
great question! I very nearly showed how to do it with the waves texture as well, but ended up cutting it out as it was already so long. As you know already for the properly aligned stripes from the waves we need to use the vector mapping node so that we can rotate the vector info 135 degrees on the z axis. For a while there during the beta (and possibly it's still the case) using those more intensive/sophisticated nodes like the waves texture will get you quicker to that node wipeout - where blender just throws up that hard to miss bright pink texture instead. Again no problem for cycles, but for Eevee you can hit that limit faster with more complicated calculations being made within certain nodes (anything with noises and distortions that sort of thing). I'm sure this is always being optimized though, but in any case knowing that you can get stripes out of the sine math node was the little knowledge i wanted to help spread there, as it may come in useful for other cases down the line, kind of the same reason i didn't use the gradient texture and generated that manually instead to help show what's kind of happening under the hood of some of those nodes. Hope that makes sense! :D
@StrikeDigital3D5 жыл бұрын
@@AidyBurrows3D OK yeah that makes a lot of sense! Thanks a lot!
@zxl7alafdal4 жыл бұрын
thanks that help me alot
@alonelyanimator93614 жыл бұрын
I have been experiencing some problems like changing from cycles to eevee. In displacement, I can see the asphalt textures while in Bump node, it looks like its a blank space. Should I just let it in Displacement or there is something wrong? EDIT: I got problems in the part 24:28 - 24:35 EDIT2: It all starts in 23:15 when I don't have any rock like features in the flat side of the plane. It seems off. Please tell me what could be the problem
@AidyBurrows3D4 жыл бұрын
Hi! I think a large part of the problem will be down to the new voronoi nodes, please check the main pinned comment for more details on that, hopefully that may help! It's a pretty complicated project and those changes aren't helping, but the general principles are useful, i'll likely come back to this and show some more ideas! :)
@DominiqueAdriaens5 жыл бұрын
Great tutorial and very nice procedural result! Still have to finish the tutorial, but noticed the colored icons. Is this an older beta version, when there were still colored icons, or do you have a way to change them into color again (find monochrome ones not so clear)?
@AidyBurrows3D5 жыл бұрын
Thanks!!! If you have a new build of 2.8 make sure you restore factory settings to see all the little changes, the icons went colored about a week ago i think, before that they were monochrome for a while if i remember correctly, currently though they should be colored from what i can tell! :)
@DominiqueAdriaens5 жыл бұрын
@@AidyBurrows3D great! Many thanks!
@MrJursit5 жыл бұрын
Thanks a lot for this tutorial, it opened my eyes for many tricks and technics! But, this material doesn't work in 2.81! One significant diffrence is Voronoi node, but it's not an issue. The problem is in render artifacts like interlaced lines, it appears after the step when we connect the "Global Flatten" node group in between. I guess it's a problem with render engine in 2.81. Anyway, when I switched back to 2.80 everything works perfect! :)
@AidyBurrows3D5 жыл бұрын
Thanks! Great to hear! Regarding the interlaced lines i'll have to keep an eye out on that I haven't seen that issue yet, is that within Eevee? And is it only when animated or the artifact persists even on still images? Thanks again! :)
@MrJursit5 жыл бұрын
@@AidyBurrows3D Hi, Aidy, could you take a look at the short video with this material looks like out of the box in 2.81 (I used final vesrsion with colorized gravel): kzbin.info/www/bejne/Y6a6pnmeiKafqpo
@vazak115 жыл бұрын
Cool!
@hgtm5 жыл бұрын
Thank you so much.
@lorisdiminico3 жыл бұрын
Heey Aidy! First of all thank you for this well explained tutorial, that's very helpful! I'm kinda new to blender but I managed to follow and created the material. Worked perfect for this square shaped plane, but then when i want to create a road, basically a plane with the width of these 2 meters but a length of like 100 meters, and apply the asphalt material, it always is very stretched out. I made some loop cuts to create 2m squares on the road plane, but didn'd work either. Can you help me with that problem of applying material created on square shaped objects to objects that are not square shaped and that the material doesn't look repetitive? happy holiday and greetings from switzerland!
@Thug10v35 жыл бұрын
How can I bake everything to a diffuse map? I just get a blurry grey image. Do I have to put the layers together? How can I do that? Great tutorial though!
@AidyBurrows3D5 жыл бұрын
Thanks! I tried to answer a little of that in this tutorial, hope it helps you out!... kzbin.info/www/bejne/j6S7lmRnjqZqd68 :)
@kaustik1855 жыл бұрын
it's like gleb, but with tea.
@AidyBurrows3D5 жыл бұрын
Hahaaa! I'm kind of trying to hold back my natural weirdness to try to stick to the message which is also a bit of a struggle I think which is coming across, but anyway what was especially funny about your comment is that I'd just finished a nice big green tea! 😀
@kaustik1855 жыл бұрын
@@AidyBurrows3D hahahaha i knew it. can't tell me nothing. i just followed up until the paint part, it's great! took a while to get my head around this .5-centric workflow
@muqdadlinux33314 жыл бұрын
Very nice .... Thank you
@s1ck_gaming2235 жыл бұрын
Thanks for amazing tutorial, but there is an issue i am having, some other people also mentioned it, min. 9 already and my vector displacement has an angular situation, its like tilted to right , when i look at it from front view its leaning to right side, why this is happening ? :(
@AidyBurrows3D5 жыл бұрын
Thanks! It sounds like maybe you're using the vector displacement node (expects 3 values i.e. RGB well XYZ really I guess :D ) instead of the displacement node (expects 1 value i.e. greyscale)? Hope that helps! :)
@s1ck_gaming2235 жыл бұрын
@@AidyBurrows3D Thanks so much, it solved the issue, ur best !!
@matefoldi39924 жыл бұрын
First of all this is an amazing tutorial. Unfortunatelly I can't understand this issue with the voronoi texture part. I read twice everything in your facebook post already, and I saw the pictures about the correct mapping, but I don't get it how to make that blue Multiply thing :D i know its my fault, im really really at the beginning Anyway good content I will subscribe in a second!
@nottinghasm4 жыл бұрын
I hit a problem around 25:42. All works well until I change the Scales from 1. Anything except 1 results in one corner displaying the texture perfectly but the rest of the object showing it stretched and distorted. Any ideas please?
@3dfvan6405 жыл бұрын
great tut! whats the deal with the pink error mat in Eevee!?!
@AidyBurrows3D5 жыл бұрын
Thanks! Blender has a tendency to throw that color at us when something's not right, e.g. a missing texture or in this case blowing the internal resources for realtime computation! Obviously just a color to indicate an error isn't ideal, I think there are plans or possibly this has already occurred in some parts of blender where the error will be also represented somewhere in text with further details. :)
@useruser-co6jr5 жыл бұрын
@@AidyBurrows3D great tut, but yeah iv'e run into this problem too, any idea if it'll be fixed by the alpha release?
@galbrightperry45064 жыл бұрын
Hello, I followed the tutorial up into about the 40 minute mark but i ran into an issue. when i connected the group node to the other nodes instead of getting the flattening effect i got a bunch of squares, does anyone know what that could be? great tutorial otherwise.
@AidyBurrows3D4 жыл бұрын
not sure what's happening there, if you upload it and give me a link to download the blend file i could take a look and see if i'm getting squares too. :)
@galbrightperry45064 жыл бұрын
@@AidyBurrows3D Thanks for the Reply! I kinda figured whats wrong, seems to be some sort of glitch within eevee since it works fine in cycles.
@b4fun825 жыл бұрын
Displacement modifire make sub surf modif back to its old mode Without the adaptive option 🤔🤔
@AidyBurrows3D5 жыл бұрын
That's a good point, but the displacement modifier becomes redundant when using adaptive subdivision. The textures that would be used by the displacement modifier can instead be used in the node graph to drive the displacement. Hope that makes sense! :)
@savagesauron41475 жыл бұрын
Thanks a lot! :)
@GuiguiBEAT5 жыл бұрын
This is really amazing ! the result is beautiful, thanks for the tutorial (long format is great btw) :) I just have a question : when i join the stripes together and with the asphalt, it kinda delete the noises effects on the stipes (the stipes got some linear noise along X instead of Y). I did that to make the whole thing follow a curve but now i'm stuck. Ofc i can make each stripe follow the curve individually, but that's kinda annoying and unconvenient. Help anyone ?
@AidyBurrows3D5 жыл бұрын
do you mean when you join them together with Ctrl J? That would mean the stripes can no longer use their own texture coordinates, what i might do in that case is use UV's instead. Hope that helps! :)
@Olivvierrr4 жыл бұрын
Wow, You can use it even as procedural reptile skin:)
@AidyBurrows3D4 жыл бұрын
That is a good idea! :D
@autofilledsupport69354 жыл бұрын
Thank you so much! Can you tell me how to import it to unity 3d ?
@AidyBurrows3D4 жыл бұрын
Thanks! I put a video here which pretty much goes over the basics of baking it down making it ready for that kind of thing. :) kzbin.info/www/bejne/j6S7lmRnjqZqd68 Hope that helps. :)
@warrenbuitendag52865 жыл бұрын
when i set my text coord node from generated to object there is a substantial difference in size/scale of the texture. specifically the object coord's are much smaller than generated?
@AidyBurrows3D5 жыл бұрын
The generated coordinates take the bounding box and map the values zero to one based off the bottom left of that bounding box to the top right, with the object coords however, that starts at the origin point, i.e. the little orange dot of the object and then if the object scaling is at 1, then the scale of the coordinates will match the same as the grid. Hope that makes sense! :)
@jatinsingalEARCS5 жыл бұрын
please upload videos related to shaders and procedural shading. please
@AidyBurrows3D5 жыл бұрын
Most of my tips are for texturing but i'll keep the shading side in mind! :)
@mrfeathers39385 жыл бұрын
Does this same procedural set up work for cycles? Or would it have to be drastically different?
@AidyBurrows3D5 жыл бұрын
Yes! Part of the challenge was to keep things basically looking the same between the engines. If working in cycles it should become even simpler. But some of these techniques can be used for organization or modular purposes within either engine. :)
@plasid23 жыл бұрын
Its possible make black dead branch using only nodes in Blender?
@baggern5 жыл бұрын
I'm kinda surpirsed you didn't just create 2 material output nodes: one for eevee and one for cycles
@AidyBurrows3D5 жыл бұрын
That's definitely a valid way to go about it for sure, having tried that in some other tests though i found that it was easy to have the wrong material output selected by accident, mostly my thinking was to keep it as obvious as possible what nodes were actually affecting things, since things aren't quite updating accurately in this current beta version. Hopefully in the official version the displacement can probably do the job of the bump consistently and accurately enough. :)
@redrune43145 жыл бұрын
Is there a reason you didn't apply the scale of the Paint Stripe?
@AidyBurrows3D5 жыл бұрын
Eventually all of them do get the scaling applied, though sometimes those squished down coordinates from the scaling can give quite nice suitable results for long thin textures, by the end though they are all scale applied. :)
@michaelbendavid7775 жыл бұрын
and this node setup can be done exactly as it appears in 2.79?
@AidyBurrows3D5 жыл бұрын
great question, not quite. There is one slight variation needed for cycles to handle this is 2.79 and that would be the principled shader in 2.8 has an alpha input. This would need to be manually created in 2.79. Luckily that's very easy... use a mix shader, have a transparent shader going in to the first socket, the principled into the 2nd, and what we have going into the alpha input in the tutorial in 2.8 would simply go into the mix factor of the mix shader node in 2.79. Hope that makes sense! :)
@sahilpatel39935 жыл бұрын
I used the Sine wave to create strips but when i deform the road with a curve, the strips are not "bending" according to the curve. So is there a way to make strips that follows the curve and maintain the "stripe pattern"?
@AidyBurrows3D5 жыл бұрын
You may need to make sure the stripe geometry has UV's, and then instead of object or generated coordinates use some equivalent UV coordinates. Hope that makes sense! :)