Instead of mix use darken for the MixRGB node mode. It will pick the deepest groove from either the crack or grainy texture and you don't have to use a third colorRamp for the mix factor.
@patakk81452 жыл бұрын
I don't even undestand what is the "trick" in this video. Masking textures? Hardly a trick. Combining textures before plugging into the bump node? I thought it was how everyone does it.
@Sirin1112 жыл бұрын
@@patakk8145 This dude is about making his own "brand" by showing noobs some tricky things, like how to delete default cube or save a file. Some fastfood feel good epitome of youtube tutorial right here. Saw some of his tutorials before and didn't have any hope for this one also, 2xed speed and skipped straight to his "trick" thinking "common, are you gona show us the math node or something" and he did not disappoint. For real stuff Default Cube guy is very good. Lost some braincells and time watching this one.
@ChrisD__2 жыл бұрын
@@Sirin111 Gonna be real, Default Cube doesn't always do his research and talks out of his ass a lot too. I appreciate what these guys do though, even though QC is pretty bad sometimes.
@noaburr2 жыл бұрын
@@Sirin111 This is the second one in a row from him that was recommended to me and both were disappointing. Neither of them explained upfront what the viewer will actually be learning. I watched an entire step-by-step tutorial for a geonode animation and the actual animation was never showed. Not at the beginning so you know what you're about to get into, or even at the end where you'd expect to see the final render. I've seen a lot of people in the comment sections who are happy to just click a random video and replicate every step, and if that works for them that's great. But I wish D3D (and similar channels, but this is definitely the worst offender I've stumbled across) would respect people's time by being upfront and honest about what to expect. You shouldn't have to watch at 2x speed or skip through an educational video to find out what you're supposed to be learning.
@draydenferguson31282 жыл бұрын
@@noaburr Anything else?
@sourdonkeyjuice2 жыл бұрын
I think it'd be more realistic if you switched it and had the scratches on top of the texture so that the texture wasn't showing inside the scratches That's how it would look if you had a textured surface and then scratched it, you'd scratch the surface texture off and have a smooth scratch inside.
@Mr.Vertex2 жыл бұрын
what if you put the noise into the scratches to give them more detail?
@kenjinks54652 жыл бұрын
White is 1.0, Black is 0.0 . The voronoi texture's edge is 0.0, the voronoi texture's face is 1.0 . The noise texture's range is 0.0 to 1.0. If you subtract the noise texture from the voronoi texture and clamp the result (so it doesn't go below zero) you may get a similar result. Shape the noise, map the range, get different effects.
@M1ndblast2 жыл бұрын
I need to remember this. Super useful! I'm not sure I would apply it the same way but that's just preference; I feel that in this example the roughed up surface almost looks mossy whenever it crosses a crack. Inside a crack like the ones shown here you wouldn''t have that kind of rough texture, since almost nothing get easily get in those types of cracks to rough up the surface in the first place. It would be relatively clean looking.
@MrEliteXXL2 жыл бұрын
You can actually use as factor a less than 1 node after the color ramp to have a perfect match
@nicolasarkin2 жыл бұрын
Request: Love your videos. I cannot find a good tutorial for that effect where something explodes or particles flow out of a source and come to rest in a perfect final shape or logo. It sounded like something you would know how to hit well. Please help.
@Mr.Vertex2 жыл бұрын
Try useing the object you want the particles to flow into as an emitter, then use a force field to acctract the particles, and reverse the animation
@Mr.Vertex2 жыл бұрын
set the force field strangth to -1
@Mr.Vertex2 жыл бұрын
and make sure your emitter is set to emit form volume.
@umarshahzad1655 Жыл бұрын
you are my saviour
@zzador Жыл бұрын
Imho the first version looked by far more realistic. In the second version the "erosion" lies OVER the grooves and makes no sense. In the first version the grooves were always visible as they are a much deeper surface detail. The "erosion" was then applyed to that surface detail as in reality.
@davidhudson3695 Жыл бұрын
A darken node in the MixRGB shader would be far superior as it calculates the darkest colour from the two bump maps and uses that for the bump depth. This allows either texture to "eat" into the other along their edges based upon which is deeper.
@AdityaSingh-vg5nz2 жыл бұрын
Amazing Trick Dude!
@karaee2 жыл бұрын
lol it's funny because I just learned how to make donut on blender and now yt recommended me this, I don't even understand what're you talking but it's interesting
@SamsTopBarBees2 жыл бұрын
Awesome tutorial, thanks for sharing!
@vbytech64392 жыл бұрын
എനിക്ക് എല്ലാ വീഡിയോകൾ ഇഷ്ട്ടപെട്ടു.
@tylerwinter512 Жыл бұрын
Amazing!
@alperg11422 жыл бұрын
Very Thanks.
@burii_wp2 жыл бұрын
Great video if it's not too much trouble can you make a video on manifold mesh error fix please !!??
@Mr.Vertex2 жыл бұрын
I have been useing the mix RGB to combo bump textures for a long time. I didn't know about the double bump nodes.
@carlosedubarreto2 жыл бұрын
Great tip!!!
@FruitZeus2 жыл бұрын
Love this idea. Thanks for sharing Ducky!
@meezemusic2 жыл бұрын
Can you do a "tentacle like" tutorial using geometry nodes similar to your old one from 2 years ago?
@TheDucky3D2 жыл бұрын
Right now you can’t achieve that with Geometry Nodes
@meezemusic2 жыл бұрын
@@TheDucky3D thank you for an updated tutorial though, absolutely love it!
@MufasaSid2 жыл бұрын
Great stuff! Thanks for the tutorial!
@MasterHatred2 жыл бұрын
You are really skillful in blender and this is another good tip. However to my ey the old one looks more realistic. It surely does look like the erosion "ate" all the grooves but oit also wouldn't be straight cut as in the second method. But hey, is is only my opinion. great work!
@lutzpleuter63882 жыл бұрын
Looks really great. I played a bit with the values, but the cracks are too straight for my taste. So I added a Noise Texture with a Colorramp into the Randomness of Voronoi. And to tweak the width of the cracks better I put a Map Range Node between Voronoi and the Colorramp. Nevertheless, great hack!
@magmashred48822 жыл бұрын
Question..How would you add an emission, or glow where the cracks are at?
@annnaziathrahman26462 жыл бұрын
You could try masking. Basically get the your desired cracked texture, then use a mix shader to combine the texture to an emission texture. Use the same bump map node collection to put it into the factor of the mix shader, duplicate the colour ramp just in case you need to slide around with it. You be able to get the desired result
@CamSpaghett2 жыл бұрын
What’s the difference between real time materials and pbr nexus? I used to use substance for texturing and with it being 30$ a month I don’t really have the money to justify that. Is this as simple to use as substance and what does this do and doesn’t do compared to pbr nexus?
@ruxmixtv53202 жыл бұрын
Could you Make a video Tutorial for the denoiser of Blender 3.0 . Since Blender 3.0 I have problems with my cycles renders. Sometimes Blender detect my material as noise and denoise ist but thats not whats i want to…😅
@blindshellvideos2 жыл бұрын
Denoise in composition.
@murphy02 жыл бұрын
confused how having the bump ON TOP of the crack is more realistic, the crack is literally the absence of material there should be zero texture on top of it
@matthewmassey23332 жыл бұрын
hey is there a easy way to save preset procedural textures. in the new material library? would like a video on that, thanks
@hallowenwd42 жыл бұрын
Very clever
@Dina_tankar_mina_ord2 жыл бұрын
Is it possible to make a realistic teslacoil effect with geomtry nodes? I want to make a very realistic teslacoild effet in a glas ball. But I can only find stuff that fell kinda half assed attempt.
@sozenka2 жыл бұрын
What pc/laptop do you work on ?
@starchamber7700 Жыл бұрын
Am I the only person this doesn't work for? Using the noise texture as a mask did not effect the cracks, save for a small reduction. They are still clearly apparant. Adjusting the sliders on the third colour ramp for the mask only changes the noise, and does not effect the cracks.
@DM_Designs2 жыл бұрын
You're awesome 🥰
@MRUStudios2 жыл бұрын
Love it! I'm looking forward to applying this technique in my projects. Your tutorial videos are always next level! Thanks so much for sharing my friend! 😃
@2011manbeast2 жыл бұрын
Love this
@MorganWahbi2 жыл бұрын
hey @ducky3d, i bought your addon with materials. but if i apply i on big walls for example i find it complicated to scale it ( im like a begginer for shadings stuff). Any tips?
@MorganWahbi2 жыл бұрын
i already tried to recreate some material myself but can't have a good wall paint material with noise etc..
@mihai.132 жыл бұрын
Can I challenge you to reproduce the intro from the last The Witcher season 2 episode with the spheres colliding and then reforming into a tree?
@jacksimcox2 жыл бұрын
Nice
@acceptingseeking2 жыл бұрын
How do you get that quality of lighting?
@pb6839 Жыл бұрын
My favorite trick is to pay for materials and textures
@andrei18122 жыл бұрын
“Now we’re revealing the crack and that’s what we wanted”
@bishalbhandari98132 жыл бұрын
How to apply Change done in shading to layout?
@AntonioNoack2 жыл бұрын
Like Jean Pierre has suggested: just use minimum instead of mix! (it will look much cleaner than in the video)
@Braphics2 жыл бұрын
Hey there! I recently found your channel while trying to figure out how to mess with lights and such in Blender, and I am loving your work! However, I have been banging my head against this project I'm working on, where I cannot get my metallic materials to reflect the emissions of objects properly. So I was wondering if you guyus still had that discord server up? Because I would love to join, and perhaps ask for some assistance in getting this to work.
@flopshie2 жыл бұрын
Hi Braphics. I found a tutorial from "Blender Tutorials" regarding reflections. But it's for Eevee. Hope this helps. kzbin.info/www/bejne/sITIgKSKjc2oia8
@ApexArtistX2 жыл бұрын
your noise texture looks rough.. looks wet ... why ?
@Altohamy2 жыл бұрын
to be honest i have checked the materials and most of them looks fake
@19JustMike832 жыл бұрын
Hi. I have a question about BLENDER 3D 3.0. I know CPU rendering takes more time, but why when rendering just cube with no textures and single light it wants to render over 25 minutes ???? What is wrong???? I know it was rendering faster two days ago. Can you help me???
@blindshellvideos2 жыл бұрын
Whats your CPU / Whats your rendering-settings? Without your specific blendfile its hard to tell you what mistake you made.
@valovanonym2 жыл бұрын
Maybe bring down the max sample count, 4096 is overkill Try something like 512 or even less. If it's a single cube 32 could even be ok
@19JustMike832 жыл бұрын
@@blindshellvideos my CPU i7 7700 3,6GHZ, my GPU is gtx 1060 6GB an 16GB RAM. I rendered just cube because I wanted to test. I opened new file and there are default settings.
@19JustMike832 жыл бұрын
@@valovanonym cube was just for test. Default settings so I will try what you said.
@valovanonym2 жыл бұрын
@@19JustMike83 you can also set a time limit but I never used it so not sure what the results would be