ok dude, started watching your videos when you released the realistic human skin about 8 months ago and it's not the only helpful tutorial. Each video is amazing, thank you!
@NewPlastic3 жыл бұрын
You're absolutely welcome brother!
@OctaveZangs3 жыл бұрын
Flamed maple would be pretty epic too!
@NewPlastic3 жыл бұрын
So epic, I was actually trying to make those flamed styles but couldn't get that unique striation just right
@OctaveZangs3 жыл бұрын
@@NewPlastic I think you can do it :)
@shadowfallenable3 жыл бұрын
Another one for the collection. Keep them coming bro.
@NewPlastic3 жыл бұрын
I got you
@Ineedanameasap3 жыл бұрын
You have no idea how much I love your tutorials, they have been really informative, thanks!
@sidlake59543 жыл бұрын
You re such a legend bruh...
@NewPlastic3 жыл бұрын
:> :>
@henco3633 жыл бұрын
Your content is next level! I love the procedural material series your doing. Can you please maybe do a video on lighting sometime, you make it look so easy but I never manage to get that nice look of the materials and I've seen that without good lighting the renders just look flat.
@NewPlastic3 жыл бұрын
I did start developing the ideas for a lighting tutorial series. It's a thick one so it's hard for me to develop it quickly. But I promise it's in the making.
@henco3633 жыл бұрын
@@NewPlastic Thank you so much! I am super excited for it and can't wait to see your approach to it. Take all the time you need to produce yet another high quality super informative tutorial :)
@sidework13 жыл бұрын
Next level!
@NewPlastic2 жыл бұрын
Damn bro I miss you
@angushume20543 жыл бұрын
That’s a great overview. Modo has a similar material built in but I’ve been looking for something similar I can use in octane. Really grateful you included those direct code tweaks. Your whole approach is something I will look at tweaking for the Modo version for more realism as well.
@NewPlastic3 жыл бұрын
That's amazing, happy to hear that
@babysteps13 жыл бұрын
for the win, keep it bruv
@NewPlastic3 жыл бұрын
My guy!
@86harleys3 жыл бұрын
As always, amazing!
@NewPlastic3 жыл бұрын
My pleasure
@denzel_mob15239 ай бұрын
Gold
@ioandavies84232 жыл бұрын
How do you rotate the texture on the model. I need to flip it 90 degrees so the end grain is on the ends rather than sides of my model.
@NewPlastic Жыл бұрын
Great question, after you changed the projection to transform ("object", p) like I show in the beginning of the tutorial, just rotate the axis of your model (press L on you keyboard and then rotate, this will only rotate the axis without rotating the object)
@colinmoore15712 жыл бұрын
Keep up these videos and take my money!
@kml50533 жыл бұрын
This is dope, Thanks bro!
@NewPlastic3 жыл бұрын
You got it man
@ahmadq91953 жыл бұрын
crazy stuff
@NewPlastic2 жыл бұрын
@sabirvolume5833 жыл бұрын
Thanks man! Great tuts! Learning so much!
@MRLosaren3 жыл бұрын
You could probably make some sick Damascus steel with just a few tweaks to this method?
@NewPlastic3 жыл бұрын
Dude hell fuckin yes!! I'm so gonna do this
@MRLosaren3 жыл бұрын
@@NewPlastic Dope!! Excited for it
@brandonblair65293 жыл бұрын
Also you do a mix between soloing the actual node, and looking at the render passes in the live viewer? I never thought of editing materials using the pass system.
@NewPlastic3 жыл бұрын
Yup! Definitely helps in certain places, like trying to figure out if the specular roughness is too strong or especially when trying to dial in SSS.
@brandonblair65293 жыл бұрын
@@NewPlastic Ah yeah thats a heads up move right there, I am currently in redshift for another course but octane is my main renderer so its nice to know these things.
@thomasdorval7339 Жыл бұрын
Thanks a lot.
@elena_bra3 жыл бұрын
Love you!
@NewPlastic3 жыл бұрын
Love you too!
@bharat51942 жыл бұрын
Very cool! Can I achieve this with Redshift?
@Vivavisuals3D Жыл бұрын
thank you woe
@NewPlastic Жыл бұрын
I got you fam
@departed92823 жыл бұрын
Yes bro, hit em with the king shit.
@NewPlastic3 жыл бұрын
We on that sultan vibe
@alexkid4413 жыл бұрын
Master of noizzze
@NewPlastic3 жыл бұрын
Love it! lol
@luiszarzoza37623 жыл бұрын
wow men!! tyy
@NewPlastic3 жыл бұрын
My pleasure dood
@yasirjaved66773 жыл бұрын
Thanks a lot for sharing great job i have wish i do work same like you doing.
@pierre90182 жыл бұрын
How to rotate a texture OSL ?
@Diegolassofilms3 жыл бұрын
Hi there !!Maybe you can help me I can't see the material, it's only in black 😬 I bought from your page
@Boldalt3 жыл бұрын
This is pretty cool. How would you go about transforming the OSL? If i want to rotate the whole thing, so the rings are at the bottom of my object instead of the sides
@Boldalt3 жыл бұрын
I figured it out. You have to write some custom code adding the projection input: point proj = point(u, v, 0) [[string label = "Projection"]], Then you can change the point vector to: point Vector = (proj);
@NewPlastic3 жыл бұрын
@@Boldalt Oh damn that's dope! Good to know.
@midnight0nion2 жыл бұрын
@@Boldalt I'm a bit dense... Where in the code do you insert point proj = point(u, v, 0) [[string label = "Projection"]], I'm so naïve when it comes to OSL. Maybe someone could post the whole section of code that needs to be replaced? cheers!
@Boldalt2 жыл бұрын
@@midnight0nion Ah this is quite a while ago, so i don't remember exactly what i did. But i believe i just added it at the end of the code. Let me know if it works out for you
@Boldalt2 жыл бұрын
@@midnight0nion Alright i found an old project file. You have to write point proj = point(u, v, 0) [[string label = "Projection"]], inside the " surface oak " below all the // output floats. surface oak( color LightWood = color(0.5, 0.2, 0.067), color DarkWood = color(0.15, 0.077, 0.028), float Sharpness = 0.01[[float min=0,float max=1]], float Ringy = 1.0[[float min=0,float max=1]], float RingFreq = 8.0[[float min=0,float max=1000]], float RingUnevenness = 0.5[[float min=0,float max=1]], float RingNoise = 0.02[[float min=0,float max=1]], float RingNoiseFreq = 1.0[[float min=0,float max=1]], float Grainy = 1.0[[float min=0,float max=1]], float GrainFreq = 25.0[[float min=0,float max=100]], float TrunkWobble = 0.15[[float min=-10,float max=11]], float TrunkWobbleFreq = 0.025[[float min=0,float max=1]], float AngularWobble = 1.0[[float min=0,float max=25]], float AngularWobbleFreq = 1.5[[float min=0,float max=2]], output color Color = 0, // output float Specular = 0.1, //output float Roughness = 0.1, // output float Displacement = 0.0 point proj = point(u, v, 0) [[string label = "Projection"]], ) { point Vector = (proj);
@brandonblair65293 жыл бұрын
Dope, its nice learning this way instead of just downloading a texture pack that you can only manipulate so far much more creative flexibility might be a little slower to set up but its worth the squeeze. How would you go about scaling this material for larger models vs smaller?
@NewPlastic3 жыл бұрын
Yeah dude absolutely! It's only slower to set up because you're actually creating it so it's justpart of the creative process. But once you have it set up, you can always save it in your Asset Browser and you can pull it out anytime. As far as scaling, once you set the transform space to Object space, it just scaled with the object if im not mistaken. But let's put it this way: Larger objects = Higher frequencies & more rings
@cwy3333 жыл бұрын
Hi, great tutorial, I followed along but have a question. Is there anyway for the shader to follow UVs. I want my material to run along a sweep spline. Thanks
@robmaric3 жыл бұрын
Thanks for your amazing tutorial (and materials I bought from you!) Let's say I wanted to zoom in extremely close on the wood - is there any way for that to look natural? Currently zooming in gives me like a fractal effect rather than just the feeling of getting closer to it.
@РоманПримоленко Жыл бұрын
What abaut UVs?
@NewPlastic Жыл бұрын
The way the code is constructed is that it's using global projection, some kind of Box or Triplaner. Becuase it's assuming it's a 1 piece wood which needs to have a very sepcific ring flows on different sides to match how wood actually is
@lucasschafer83233 жыл бұрын
god bless you
@NewPlastic3 жыл бұрын
@Planet_side3 жыл бұрын
Hey I know you primarily use octane, but are the chances of you doing a redshift version
@NewPlastic3 жыл бұрын
In the future, I'm sure! I do want to.
@Planet_side3 жыл бұрын
@@NewPlastic I'm looking forward to it, love your channel keep it up 💪🏾
@JoeMayk3D3 жыл бұрын
@@NewPlastic Please!!! :D
@loicfreudiger6505 Жыл бұрын
OK. What the F. That is insane. I now have weekend plans!
@scribblezgfx3 жыл бұрын
Not all plastic, he makes wood as well
@NewPlastic3 жыл бұрын
aye wood is the new plastic
@talhazulqarnain21262 жыл бұрын
Hello, you have been away for a while. All good ?
@NewPlastic2 жыл бұрын
Hey thank you for asking! I've been dealing with some health issues mainly, so I had to take a time off to take care of that. But I'm back!
@talhazulqarnain21262 жыл бұрын
@@NewPlastic Many Good Prayers for your Health. Get well soon.
@alenlenia3 жыл бұрын
Its a shame that OTTOY charges so much money for renting or selling its product and doesn't Simply take the effort to simplify the user interface, at so many different levels. this entire OSL Interface for example is useless for most of us. do they really expect people to understand all these codeines?
@NewPlastic3 жыл бұрын
Haha I feel you brother. OSL textures are not really an Octane thing, it's just a language for any 3D software. Octane simply allows you to implement the code IF you want to. Most people don't, because it's much more complex than the default nodes that were pre-simplified for us. I'm sure that Octane could have taken this OSL node and made it into an official "Wood Node" and made it simpler and more stable but my guess is that there isn't many requests for it so they don't bother spending time on it. Can't say I don't understand them, I'm sure there are SO MANY things for them to work on for upcoming updates and they have to pick and choose which things to focus on. As for price, I'm pretty sure Octane is the least expensive engine out there. You can literally start rendering by paying $20, which no other engine does.
@alenlenia3 жыл бұрын
@@NewPlastic well explained..i'm coming from Arnold to Octane, and that's why it makes me mad sometimes! things could be Much much simpler and tbh the entire multi texture layering workflow in octane still makes no sense to me! it's a great render engine but really lack some major improvement and changes in my idea