Jesus christ i have no idea wood floors can be this tedious. Still, i appreciate all the stuff you share to us. Thanks man
@carsNsports2 жыл бұрын
Your tutorials are amazing! Please keep it up!
@jochenbijnens70192 жыл бұрын
Such insightful stuff, thanks a lot!!
@Someone-jy7ch2 жыл бұрын
Absolutly love your tutorials, I find them just perfect
@WaspMedia3D2 жыл бұрын
Your video titles are the best, lol. Great tutorial.
@RenderRam2 жыл бұрын
Hahaha thanks mate!
@tetsuooshima8322 жыл бұрын
Very good wood tutorial, I'm gonna share this
@aphaits2 жыл бұрын
Great as always and a great logic material workflow that i find compatible to Corona and other renderers.
@iskrenmarinov97372 жыл бұрын
Great tutorial mate! Thank you!
@ArsemaTilahun-o1g9 ай бұрын
Hi thanks for the video. And are you using any denosier or it is just GPU power
@RenderRam9 ай бұрын
Just GPU, keep in mind that I tend to cut parts of the video for an image to denoise a bit, but not a lot
@jhalanddesign4 ай бұрын
Doesn’t fstorm have coating? And the fresnel fix is more or less a to fake coating? I’m used to Arnold and redshift
@L30nHbl2 жыл бұрын
great one! :-)
@softwareuserman84352 жыл бұрын
Thank you so much for this tutorial. May I ask what lights did you use in this scene and how did you set up them?
@RenderRam2 жыл бұрын
Glad you liked it! Lights are believe it or not, just white environment :)
@RenderRam2 жыл бұрын
Actually... a lot of people have asked about my interior light setup, I'll make a tutorial on it :)
@softwareuserman84352 жыл бұрын
Thank you, right now I am using c4d + vray, hope I can level up my scene with your techniques (I'm trying this video wooden floor technique :)))
@RenderRam2 жыл бұрын
@@softwareuserman8435 yes, if you see All 3d software in video name, logic shoult be applied with all 3d software, make sure to check my latest plants video, logic could also be applied to all 3d software
@amirhamzepourshafi83224 ай бұрын
@@RenderRam Please do, most of the time it is hard to find good hdri and there are a lot of options(area light outside, sky system,,) so it is good if someone clarify things. Thank you.
@MochaccinoAndGames3 ай бұрын
Has anything been updated in fstorm? I'm not getting this sheen layer with faloof connected to the mix in mask, when I change view in fstorm, it only works without the map connected to the texture, just the colors. This in the bump slot I say
@yadidress-j1n2 ай бұрын
it is a same if i use general falloff the standard one in 3ds max
@noveltyexposure2 жыл бұрын
Talking about varying degrees of reflection depending on the angle of the view/camera - isn't IOR/reflection IOR settings there for exactly this purpose? Unless in Fstorm it works somehow different, dunno. BTW, nice videos, in any case!
@RenderRam2 жыл бұрын
Do you mean fresnel effect on reflection? Yes fstorm has it and it changes values depending on the angle, but here the main thing was how material changes it’s properties out of standard reflection boundaries (bump, glossy type etc…) with different angles because of varnish coating Hope I understood your question
@noveltyexposure2 жыл бұрын
Yeah I think it can be called fresnel ior as well (Think in Corona it is), while in Redshift it's called reflection ior. So what you're saying is since you want to adjust not only reflections, but other features as well (depending on the angle), you're using a mask (falloff). But, if say, you wanted to adjust reflections ONLY, reflection ior (or fresnel ior) would be sufficient/good enough?
@RenderRam2 жыл бұрын
@@noveltyexposure Correct, built in fresnel effect is good enough for many scenarios. The whole effect of reflection being stronger on an angle, and weaker up front is called fresnel, some rendering engines call it fresnel, some just reflection IOR etc... Me pushing the boundaries of adding a falloff (therefore mimicking fresnel effect) in glossy, bump etc is just that extra kick to the whole material. But in many cases using "ONLY" built in reflection fresnel, is good enough.
@RenderRam2 жыл бұрын
by the way, these videos you have on your channel look awesome! Subscribed!
@noveltyexposure2 жыл бұрын
Okay, this confirms my assumptions then :) was afraid I'm missing something else here. Oh and please continue on with these great tutorials of yours!
@zacharyryder4080 Жыл бұрын
Very helpful video! Question, why do you use the bump map instead of lowering the ref gloss value? Is the bump more accurate? I’ve always used ref gloss to control the blurryness so I’m just curious about your reasoning
@RenderRam Жыл бұрын
Hey, this is the reason :) kzbin.info/www/bejne/jWW6Z5uIeN2Ibdk