To anyone confused by the "clean material" and "dust material" step, I was able to create a similar dust node via the Add menus. Add (shift+a) > Shader > Diffuse BSDF. It's not labeled "Dust" but it has the same options and created a similar effect. For the "clean material" I used the "principled BSDF" node that is there by default. Hope this helps!
@Tacoman32093 жыл бұрын
Thanks, big help
@ZhuYuan01483 жыл бұрын
Yeah I dunno why Blender Guru skipped that part, some newbie folks can be mislead by these labels on shader editor.
@fullyleaded Жыл бұрын
I used the texture map instead. works a lot better.
@SnaptowelsNetConnect9 жыл бұрын
Very nice. If your a beginner that Fresnel will make such a huge difference with shiny surface like this.
@kooky2169 жыл бұрын
I wish all tuts were this clear and concise.
@shawnkearney25429 жыл бұрын
dust should be thicker in crevices. Using pointiness or dirty vertex paint to control a noise texture scale which is then multiplied into the dust texture such to control dust density could be useful.
@tearsofsoy40919 жыл бұрын
Shawn Kearney Nice tip
@goku21youtub4 жыл бұрын
dirt and thick dust is accumulating in crevices in moisture environments , fresh dust (less than a few months old) is NOT accumulating in crevices, and not in dry environments like an apartement
@InbasagarNadar9 жыл бұрын
I was wondering about this from the last two days as i saw dust in my bookshelf but I didn't searched it in the internet. Today while surfing on the internet i saw this video as I already subscribed you. Really Useful trick.
@AngusGiorgi9 жыл бұрын
Really useful and short tutorial, thanks
@copypaste35265 жыл бұрын
By far the best blender Tutorial I have seen so far. Keep em coming Guru. We await your wisdom.
@voguart9 жыл бұрын
excellent technical thank you Andrew !
@TheSkimek9 жыл бұрын
These short little tutorials are awesome :D I still enjoy your long and in-depth tutorials, but learning something in such a quick and easy way is amazing. Keep it up
@songchai.p9 жыл бұрын
Short, clear and useful tutorial. Well done. Thank you so much, Andrew.
@kevinmayor14399 жыл бұрын
Amazing! Thinking about how dust is more visible at an angle and finding a way to simulate that is taking this to a whole new level. I would have never thought of that.
@carloso5599 Жыл бұрын
This is great! I'm seriously happy that there are many people that can make money from doing what they love and helping us learners keep leraning. your content is seriously SO helpful! thank you so much!
@MrPutuLips9 жыл бұрын
These shorter, more concise videos are, in my opinion, far better than your longer tutorials. As a suggestion, considering the latest affairs regarding space exploration, do you think it would be possible to create a tutorial on making the planet Jupiter (or a fictional gas planet) using the smoke simulator in Blender? I think this would be quite interesting and show of a lot of optimisation techniques, smoke & material settings, lighting techniques and particle/smoke flow force fields.
@RaphaelBeguin9 жыл бұрын
MrPutuLips i will be interested too, but on making such object on blender you should try volumetrics shader instead.
@MrPutuLips9 жыл бұрын
Is it possible to create those things like the eye and all of the bands of storms using volumetrics?
@nathanlegoman42089 жыл бұрын
MrPutuLips New Horizon's Pluto flyby! I'd love to see a tutorial on Jupiter! I wouldn't use volumetrics because on no part of the planet is it really translucent, the gases are too thick, but the smoke simulator would be a place to start.
@sdhpCH9 жыл бұрын
the fist youtube video i saw in a while that has more than 560 thumbs up but not one down. that is what i call high standard. as we got used to from Sir Andrew Price great tutorial!
@whopperlover17729 жыл бұрын
sdhpCH Ikr. He has great ratings and for good reason!
@JoshuaMerrill0429 жыл бұрын
Andrew, this "quick tip" format is awesome! Thank you!
@metashrew9 жыл бұрын
I really like how you use different elements in each video, for instance: the geometry node Please keep doing this! i want to know how everything works!
@MichaelHickman3D2 жыл бұрын
This was very helpful, thank you!!
@minhaj_khan9 жыл бұрын
Super useful!!! I never thought it could be that easy
@EnsignRho9 жыл бұрын
Fantastic, Andrew! Succinct. Educational. Powerful. Well done!
@ricardodeleon9659 жыл бұрын
Nice as usual, your tutorials are of my favorites, well explaineds and very straightforward. Thanks!!
@IronMan507809 жыл бұрын
A tutorial for scratches would be amazing.
@heroezofficial93984 жыл бұрын
Plug a scratchy image texture into the principled bsdf roughness.
@JaKlaro3 жыл бұрын
@@heroezofficial9398 you answered 4 years later xDD
@rudmer_rotteveel9 жыл бұрын
Very useful and very well presented. I really like this short tutorial format. Thank you, Andrew!
@jesperjee9 жыл бұрын
To me it´s incredible how people can know these things. There´s like 8 different types of nodes that does different things that Andrew just has in his head. How do you learn these things and how can the brain figure it out?? Back to folding paperplanes for me....
@WolfersHD9 жыл бұрын
Mr Jee all you need is time, the more you mess around with nodes the more incredible effects you'll be able to achieve
@refa429 жыл бұрын
Mr Jee Small correction, it's Greg Zaal who is the author and most likely also provided the visuals for the video.
@CubeRepublic9 жыл бұрын
Mr Jee research and doing tutorials, the same as us
@cgcowboy9 жыл бұрын
Mr Jee I completely agree. This tutorial is awesome and I would have thought I knew very well how to add dust until I watched how these nodes are used. Most tutorials will prove that a node setup works without spending enough time explaining WHY it works. One thing that helps me is the Cycles Input Encyclopedia for this but it's a reference to be used when you know what area to explore. I would GLADLY listen to a tutorial for an extra few minutes if it meant I would have a solid understanding WHY something works so it would be top of mind the next time I need to use a similar technique.
@0214hjalle9 жыл бұрын
Mr Jee When you see a tutorial, you see a rehearsed performance. You don't know anything about the way to get there. And it can be that the author of the tutorial is the inventor of….. or he heard it from a friend, read it in a book, website…
@Lubble-4 жыл бұрын
Wow what an incredibly simple and well explained tutorial.......I mean for first time users of Blender it must be difficult to keep track and follow this, especially in the 2.8 update, but screw them lot right?
@roglaf9 жыл бұрын
Great tutorial as always.
@AbrahamAnimations9 жыл бұрын
Great video to "dust" up on my skills... :P
@sergiomunoz92254 жыл бұрын
Bruh
@haresh65573 жыл бұрын
brush up :P
@earlylights28522 жыл бұрын
Stunning! No other words! Looks seriously good!
@TheTakUser6 жыл бұрын
Followed the tutorial and got some excellent looking dust. One question, would there be a way to create a procedural mask for the dust, so it gets smeared in some areas, but not others?
@owlofminerva13979 жыл бұрын
*Wow, thanks for the Tutorial! ;)* But when trying it out i discovered something, that makes it even more realistic! Becouse when mixing the Layer weight facing with the seperated RGB it causes that when you look from top on your model, there will be also white material(Later Dust) on the sides of the mesh, because of the low angle. And this is of course unrealistic because there is no dust on the side and the bottom parts of the mesh. But it's possible to easily fix this by putting the seperated blue channel not only in the colour input of the mixer, but also in the Fac!(1:16) So the angle will only affect the brightness of the faces looking up and all the others will stay black :) (sorry for my bad english)
@owlofminerva13979 жыл бұрын
V NE EDIT: This will also increase the affection of the dust density when tilting the angle. If you think the affection is too strong but you want to keep the effect from the comment above, just put a "math" node between the seperated Blue Channel and the fac of the mixer and devide it by 1.3 or something like that (the lower the number the less dust will appear by looking at the face from the top but keep it over 1)
@goku21youtub4 жыл бұрын
@@owlofminerva1397 theres no rule to this , you have to eyeball it for every new scene/object
@raw_pc3 жыл бұрын
Yeees, this is it ! I was looking for a solution to separate those planes.. Thank you!
@salaheddinetiar5 жыл бұрын
Nothing to do with Blender. I came here cause I was telling myself "Man, whenever I see something in 3D It's always too clean" then I started searching and here I am. Thanks btw
@goku21youtub4 жыл бұрын
play fallout , everything dirty and rusty
@matthewjeffery36869 жыл бұрын
Thanks, good simple but effective technique.
@schafftl9 жыл бұрын
Thank you! That will increase my renders in the future a lot!
@CubeRepublic9 жыл бұрын
Great tutorial , learned so many new things.
@Anonymousjoe649 жыл бұрын
Love these quick tutorials!
@VoidloniXaarii9 жыл бұрын
thank you! hope you show more such original and interesting shaders!
@mjayka5549 жыл бұрын
Very useful. Love your tutorials which have helped so much. Thanks
@Mark_Alloway9 жыл бұрын
Thank you Andrew. As always, your tutorials are informative and very well done. Your efforts are greatly appreciated.
@Zyrane6 жыл бұрын
Awesome this quick tipp will probably save some of my Renders for my Portfolio ^^
@onesandzeroes9 жыл бұрын
Useful, thanks!
@VoidloniXaarii7 жыл бұрын
thank you! would be so cool if you made a tutorial showing how this (or other techniques) could be used to create some kind of procedural terrain shader for geometry generated with ANT landscape
@Guilherme59882 жыл бұрын
Amazing tutorial!
@84wilku9 жыл бұрын
My Master :D your tutorials are the best in the world. Thank you very much for your work
@alephgates75196 жыл бұрын
thank you... idk will try the layered weight for sorta fuzzy flower petals too
@letsdoitwithOferK9 жыл бұрын
ok... this is final.... YOU ARE A GOD!!! I was asking my self how to do this...
@ragnardimarzo7 жыл бұрын
Thanks for your excellent tutorial!
@GuitarHickNick9 жыл бұрын
awesome, so short and sweet!
@veggiet20099 жыл бұрын
That's probably the best tip ever
@tedonieuwenhuis67079 жыл бұрын
Very useful, thanks a lot ! It looks really realistic I leave the vacuumcleaner in the closet...
@leunamtzam5 жыл бұрын
Thumbs up, Thanks a lot for the video and the Texture!
@pittore86able4 жыл бұрын
Elegant tutorial
@MrDoboz7 жыл бұрын
wow, that was a real quick one
@adityamenon27729 жыл бұрын
This is so awesome!! Your channel is awesome!
@Maskl1n9 жыл бұрын
Great video. Just a quick tip - you can substitute the combination of clamped Colour Mix and Separate RGB nodes by using Separate XYZ instead. Otherwise really useful info here, thanks Andrew!
@GregZaal9 жыл бұрын
***** You can use the Separate XYZ node (it's effectively identical), but you'll still need to clamp it :)
@marcdraco21897 жыл бұрын
Nice one Andy!
@ashutoshprasad74426 жыл бұрын
This Trick Is Awesome
@wulfisman7 жыл бұрын
wow thanks Andrew ill use this for my render and see how it affects on it :)
@DaanMiles7 жыл бұрын
wow. thank you for tutorial like this. I really like fast paced tutorials. :)
@Friedrich-Fluecken8 жыл бұрын
Hi, thank you and after all Happy new year!
@yanndbs9 жыл бұрын
fantastic Mr Oz ! Thanks a lot !
@EmilMacko8 жыл бұрын
Is there a way to keep the "top normal" vectors on a character after deforming it with the Armature Modifier? I've made the dust procedurally and the dust coordinates stay true after deformation, but the "top normal" keeps staying on top and not where it was before deformation. I've tried to look for a way to affect the normal/vector value with values that stay the same after deformation (like the Generated vectors). I don't want to have to resort to UV mapping.
@ninjapenguinblock8 жыл бұрын
Not sure, but my suggestion is maybe look into trying to bake the texture onto the object, so that texture will deform with the model.
@CTRL_SMarcos9 жыл бұрын
Excelente.Muchas gracias por los videos y por las texturas.
@0zyris Жыл бұрын
The tutorial is from 2015 before the Principled BSDF was introduced.
@Frostuin9 жыл бұрын
Very helpful! thanks!
@ma.ysabelleung77394 жыл бұрын
pls do an updated version !!!
@SviatoslavPetrov9 жыл бұрын
Nice tutor!
@joebuehrer9 жыл бұрын
Andrew, PLEASE PLEASE PLEASE do one for moss!!!
@KillzKrazy02x8 жыл бұрын
Oh hey! I recently subscribed to you.. XD
@joebuehrer8 жыл бұрын
KillzKrazy thanks! ^_^
@nicep838 жыл бұрын
yes it's nice tutorial ..pls make a tutotial for sand
@_vusa7 жыл бұрын
I don't know if this is just me but I found my results to be a lot better when using subtract instead of overlay in the mixrgb node as it seemed to work better in Filmic
@mutedsounds2k8 жыл бұрын
Maybe the same can be achieved by using a simple Noise texture (Scale set to a large number for a fine grain, and Details pumped up to 32 or even more for a harder salt/pepper effect), followed by a ColorRamp (to adjust the strength)... Just so to save a 20MB (!!!!!!) of texture in your .blend file.
@EdwardPanzer9 жыл бұрын
as much as i dont have a use for it now , still nice to know ^^
@WrenchMonkey91 Жыл бұрын
i didn't even know geometry nodes were a thing back then. trying to do this in 2023 and having some trouble, the nodes seem a little different' and the download link no longer works. This looks simple enough tho, i'll try figuring it out , thanks!
@vageloukos9 жыл бұрын
Great as always *****!! When will you enlighten us about PBR?
@PulverfassProduction9 жыл бұрын
Would like to see how you can make realistic sand piles in outdoor scenes :D
@giorginocinzietti88494 жыл бұрын
Thank you!
@crea20009 жыл бұрын
Great! thanks Andrew!
@CesarSG9 жыл бұрын
Yeah!, just a great tutorial!
@thaaer_shaabo31309 жыл бұрын
César Salcedo i don't think you need to see it :3 i have qustion what is the best graphics card can we used to render and i heart that the cuda algorithem should be support to be more relastic and fast result regards :)
@CesarSG9 жыл бұрын
Well, for me, the best graphic card is nvidia gforce gtx 980ti
@iangraham67303 жыл бұрын
Can this be used in Unity? Like, can I save the mask and add it to objects in Unity?? It looks fantastic! Thanks for sharing!
@MindfinderX9 жыл бұрын
Simpel, easy, amazing -> BlenderGuru-Vid :D
@3ToNiK38 жыл бұрын
AHHHH amazing, THANK YOU!
@visaac2 жыл бұрын
When i used Normal to get Up facing i used Separate XYZ - Z component Since its normal and it shows rotation of a surface and it does it from -1 to 1 Using Map Range we can map it from 0 to 1 and plug in color ramp to control all of the data I know its been 6 years, but maybe it will help someone to get more control over it
@kipchickensout8 жыл бұрын
now i can make dust. but i watched this to understand the nodes xD i dont know what some of them actually do..
@Yotrymp7 жыл бұрын
Keep learning how to use them and they'll start to make more sense. Also reading up on them in the manual and watching some explanations on KZbin may help.
@kipchickensout7 жыл бұрын
Tymprasta hm
@TeenstarletsInfo20156 жыл бұрын
brilliant!
@ACBlenderTutorials9 жыл бұрын
Wow, I love the idea of manipulating the normal output. But, I have to disagree with "mixing" it with the facing output. That puts dust on parts of the underside. I think "multiply" would be more appropriate.
@puck9739 жыл бұрын
Hey Andrew, I am a big fan of your work, and I am trying to complete your "Slick Smartphone " tutorial but I cannot find the phone home screen texture you used. I tried using another, but it just doesn't have the same effect. If you could help me out it would mean a lot.
@kentozapater89723 жыл бұрын
where is that dust bsdf in blender 2.9?
@21Liberdade Жыл бұрын
Are there any specific settings for the Clean/Dust Materials? Because it's precisely when I plug those into the rest of the node setup that I lose the effects.
@EmilMacko6 жыл бұрын
How would you go about preserving the normal vectors when the model gets deformed by an armature? I'd love to have a character covered in dust, where the dust doesn't morph around to always stay on top whenever the character moves their arm or something like that. Edit: I figured out how to do it per-object. You plug in a Vector Transform and set it from World to Object, which preserves the normal Z shade during rotation. But for bone-deformation it's still a mystery.
@hyruleorchestra43396 жыл бұрын
Emil Macko Maybe bake the mask as a texture?
@Utsab_Giri3 жыл бұрын
Hey Andrew, thank you for doing this tutorial. How would I go about simulating the dust? I have a car driving in a desert setting, and I'd like for it to kick up some dirt. Thank you again!
@tbroadhurst29159 жыл бұрын
I quite new to blender and I would like to know what and how you get a "Clean Material". Sorry to be inconvenient but I not sure whenever the Clean material is a combined/default material or a feature of blender. I be grateful to know how. Even if it means I'm a great big dumb dumb. :)
@yanndbs7 жыл бұрын
Big thanks !!!
@Skovidesign6 жыл бұрын
How about applying the image texture as a normal map for the shader that's slightly elevated. Wouldn't that push the realism a little bit further?
@williamwilson78573 жыл бұрын
Can this added dust or dirt, be removed by flushing water effect on it --> to wash any other object ? How to do this ? Thank you
@sudd36606 жыл бұрын
is it not easier and more accurate if you just project a dust texture from above?
@aux_anges8 жыл бұрын
Stanford should know better: the Happy Buddha is not the Buddha, it's Budai from Chinese mythology. Many thanks for the tutorial, the condensed format is great.
@14shyuga148 жыл бұрын
You're my Hero!!!
@kaiser93217 жыл бұрын
But how would I use the noise texture to make it dusty?
@worldsbestartchannel8 жыл бұрын
thank u
@jordanmusleh63058 жыл бұрын
how to make sand like the beach or something like that..??
@xmrdee7 жыл бұрын
micro displacement
@darksyner76826 жыл бұрын
The same logic can be applied if you wanted to add snow on top of an object. Just leave the fresnel part out.