Materials Ep1: Wooden Floor As Complicated As Necessary | All 3D Software

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RenderRam

RenderRam

Күн бұрын

Пікірлер: 31
@texturesupply8024
@texturesupply8024 2 жыл бұрын
Thank you so much for using our textures!
@BOPISbewitya
@BOPISbewitya 2 жыл бұрын
Jesus christ i have no idea wood floors can be this tedious. Still, i appreciate all the stuff you share to us. Thanks man
@carsNsports
@carsNsports 2 жыл бұрын
Your tutorials are amazing! Please keep it up!
@jochenbijnens7019
@jochenbijnens7019 2 жыл бұрын
Such insightful stuff, thanks a lot!!
@Someone-jy7ch
@Someone-jy7ch 2 жыл бұрын
Absolutly love your tutorials, I find them just perfect
@WaspMedia3D
@WaspMedia3D 2 жыл бұрын
Your video titles are the best, lol. Great tutorial.
@RenderRam
@RenderRam 2 жыл бұрын
Hahaha thanks mate!
@tetsuooshima832
@tetsuooshima832 2 жыл бұрын
Very good wood tutorial, I'm gonna share this
@aphaits
@aphaits 2 жыл бұрын
Great as always and a great logic material workflow that i find compatible to Corona and other renderers.
@iskrenmarinov9737
@iskrenmarinov9737 2 жыл бұрын
Great tutorial mate! Thank you!
@ArsemaTilahun-o1g
@ArsemaTilahun-o1g 9 ай бұрын
Hi thanks for the video. And are you using any denosier or it is just GPU power
@RenderRam
@RenderRam 9 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
@jhalanddesign
@jhalanddesign 4 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
@L30nHbl
@L30nHbl 2 жыл бұрын
great one! :-)
@softwareuserman8435
@softwareuserman8435 2 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?
@RenderRam
@RenderRam 2 жыл бұрын
Glad you liked it! Lights are believe it or not, just white environment :)
@RenderRam
@RenderRam 2 жыл бұрын
Actually... a lot of people have asked about my interior light setup, I'll make a tutorial on it :)
@softwareuserman8435
@softwareuserman8435 2 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 :)))
@RenderRam
@RenderRam 2 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
@amirhamzepourshafi8322
@amirhamzepourshafi8322 4 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.
@MochaccinoAndGames
@MochaccinoAndGames 3 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-j1n
@yadidress-j1n 2 ай бұрын
it is a same if i use general falloff the standard one in 3ds max
@noveltyexposure
@noveltyexposure 2 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!
@RenderRam
@RenderRam 2 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
@noveltyexposure
@noveltyexposure 2 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?
@RenderRam
@RenderRam 2 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.
@RenderRam
@RenderRam 2 жыл бұрын
by the way, these videos you have on your channel look awesome! Subscribed!
@noveltyexposure
@noveltyexposure 2 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
@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
@RenderRam Жыл бұрын
Hey, this is the reason :) kzbin.info/www/bejne/jWW6Z5uIeN2Ibdk
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