● Purchase the project files and support the channel: Gumroad: ryankingart.gumroad.com/l/brushed-metal Patreon: www.patreon.com/posts/65514766
@gerdsfargen66872 жыл бұрын
Subs climbing! You're blitzing it Mr King!
@RyanKingArt2 жыл бұрын
@@gerdsfargen6687 Thanks!
@Knoxlock Жыл бұрын
I have no words. I am so thankful that you decided to share your knowledge with us. Hopefully your sub-count can soar, cause you definitely deserve it! When tímes get better i will probably start donating to your patreon.
@RyanKingArt Жыл бұрын
thank you so much!
@wilihey14255 ай бұрын
used this for the head of an axe for a quick material and it worked very nicely, thank you for the video
@RyanKingArt5 ай бұрын
Glad it helped!
@Scoggs1179 ай бұрын
Thank you for all of these great material tutorials! I've learned so much about material nodes from your excellent explanations! This one didn't turn out for me right using Blender 4.0 unfortunately, so I made a couple adjustments. The brushed scratches were a little too thick so ended up with a scale of 14.7 on the Noise Texture to thin them out a bit. I also added the brushed noise to the normal with a another bump node before your original with a Strength of 0.023 in an attempt to give those scratches a little depth. Finally, instead of plugging the top color ramp into the Base Color, I plugged it into the Specular Tint and changed the Anisotropic to 0.768 and the Anisotropic Rotation to 0.262 to give it that brushed metal effect to lights and adjusted the Base Color manually to get the color I wanted. I also changed the Roughness texture's color ramp greys to be almost the same just to make it a little more smooth for my taste. But without all of the learning I did with your prior tutorials, I don't think I would have ever been able to make these adjustments. So thanks again for these!
@platypusoppy63722 жыл бұрын
Your videos helped me make so many things in blender and I am so happy that you make these, you deserve so many more subs.
@RyanKingArt2 жыл бұрын
Thank you very much!
@alemakhoul48996 ай бұрын
amazing how you always explain why youre putting the node, big ups from brasil :)
@abu-bøqr Жыл бұрын
this guy is truly a blessing. thank you so much, im definitely donating when i get a paycheck
@RyanKingArt Жыл бұрын
thank you so much!
@rhomis Жыл бұрын
Thanks!! My Tuna cans will look a lot better now.
@RyanKingArt Жыл бұрын
thanks for watching!
@Nomadnetic32 жыл бұрын
Helpful as always, love your content. Thank you.
@RyanKingArt2 жыл бұрын
Glad it was helpful!
@mohibjadoon335910 ай бұрын
Just amazing
@RyanKingArt10 ай бұрын
thanks!
@ScottNetherstone2 жыл бұрын
Short and SWEET just like you my man (not saying you're short lol)! Keep it up!
@RyanKingArt2 жыл бұрын
Haha, thank you!
@Fisiek_Inferator Жыл бұрын
Slight bump on "brush" noise itself gives more realistic feel to the material.
@RyanKingArt Жыл бұрын
thanks for the tip 👍
@AnimePlusAnimationRECAP8 ай бұрын
thank you so much, this is so useful to me.
@RyanKingArt8 ай бұрын
Glad it was helpful!
@nefaryan25672 жыл бұрын
i was just looking through your videos as im starting sculpting, and i just realised we have the same name which i find kinda cool, hopefully i share some of your skill as well lol
@RyanKingArt2 жыл бұрын
Oh your name is Ryan too? Cool 👍
@The4stro Жыл бұрын
i was trying this with a cube instead of a ball. the texture worked much better when i connected the UV output of the texture coordinate node to the vector input of the mapping node, because with the object output, one side had a svirly pattern instead of line pattern
@bentontramell Жыл бұрын
Same here...wonky with a cube. Although changing the Y scale helps but, it messes up the top of the cube.
@RuffoDog2 жыл бұрын
Hi, Ryan! May I ask you to consider creating a procedural material for realistic cocktail foam in one of the tutorials? (sorry for my bad english)
@RyanKingArt2 жыл бұрын
Thanks for the tutorial idea. 👍
@felushblanco92405 ай бұрын
Amazing video man, thanks for all your explanation, and detailed process. I have a question, when i use this texture for a cylinder for example, the top and bottom part wont have the "brushed" / "stretched scale" look. How can i fix that?
@LDMTX64 ай бұрын
Your formula makes the best brushed metal texture I've seen but for some reason I can't seem to render it without noise. I also tried other node formulas I learned on KZbin but all have so much noise. When I use Open Image Denoise it ruins the texture, making it quite blurry and fake looking. Any suggestions on how to get this to render well? Thanks.
@TheMatko17 ай бұрын
drink a shot every time he says procedural
@RyanKingArt7 ай бұрын
😄
@agyab3d2 жыл бұрын
As always helps 👍
@RyanKingArt2 жыл бұрын
Glad its helpful!
@annahort57222 жыл бұрын
thank you very much for the lesson. You are very helpful!!
@RyanKingArt2 жыл бұрын
Glad it was helpful!
@youssefzaroury2132 Жыл бұрын
Thanks sir, very helpful thanks
@RyanKingArt Жыл бұрын
you're welcome!
@skeletonking41192 жыл бұрын
thanks you truly!!!!
@RyanKingArt2 жыл бұрын
You're welcome!
@isamarromero11 Жыл бұрын
Very good!!! Thanks for sharing your wonderful knowledge :)
@RyanKingArt Жыл бұрын
thanks for watching!
@baskapes76210 ай бұрын
Thanks King 👑
@RyanKingArt10 ай бұрын
thank you for watching!
@isaborcamara7016 Жыл бұрын
Hey! You saved me. Thank you!
@RyanKingArt Жыл бұрын
glad it helped. thanks for watching.
@popugaychick8279 Жыл бұрын
Super cool! Tnx!
@RyanKingArt Жыл бұрын
thanks for watching!
@blenderstuffs2 жыл бұрын
Amazing 😍😍
@RyanKingArt2 жыл бұрын
Thanks!
@you_what3197 ай бұрын
Opposed to looking like brushed metal, mine looks like a swirly mess of marbleized stone, still nb though. Edit: Adding it on a smaller object it looks spot on. Cheers
@TheDevian2 жыл бұрын
Surprised you did not add the brushed part to the bump.
@RyanKingArt2 жыл бұрын
Yeah, I tried it, but I didn't like how it looked.
@mrezaaff24314 ай бұрын
Thank you
@Luiz-ob5fm2 жыл бұрын
very cool!
@RyanKingArt2 жыл бұрын
Thanks!
@edwardoowew3 ай бұрын
I have node wrangler and I tried to copy Shift+CTRL + DIFFERENT NODE?... What is that?
@gamervictor15692 жыл бұрын
Thank you :D
@RyanKingArt2 жыл бұрын
You're welcome!
@elfahafssa3151 Жыл бұрын
thank youuu 💜
@RyanKingArt Жыл бұрын
You're welcome!
@CJ-vi5qe6 ай бұрын
what? how did you get the screen half and half like that???? when i open the nodes the other half disappears so
@darksider0302 Жыл бұрын
Thanks
@RyanKingArt Жыл бұрын
you're welcome!
@legoman912 жыл бұрын
Thanks for another material tutorial, enjoy working on these, nice little time fillers and good to have them in storage for when I need them. I was wondering, I have a few of these done now and I have been wanting to add them to my artstation page to bulk out my portfolio a bit (providing that is ok). Would it be better to one big post with all materials, think there are about 60 so far that I have done, or to have them as individual posts or groups of materials. Any advice would be great.
@RyanKingArt2 жыл бұрын
Thanks for watching. Yes that's fine with me, you can totally post it on your Art Station.
@Diggydogdraddy11 ай бұрын
Great video as usual., I have a question if you don’t mind. If we were to use the anisotropic values, whether it’s from the principled or the anisotropic bsdf itself, how would we implement it in this context to add a hint of extra realism, if any?
@Scoggs1179 ай бұрын
Copying this from the comment I made a second ago, but this might help you! I am using Blender 4.0 for this. The brushed scratches were a little too thick so ended up with a scale of 14.7 on the Noise Texture to thin them out a bit. I also added the brushed noise to the normal with a another bump node before your original with a Strength of 0.023 in an attempt to give those scratches a little depth. Finally, instead of plugging the top color ramp into the Base Color, I plugged it into the Specular Tint and changed the Anisotropic to 0.768 and the Anisotropic Rotation to 0.262 to give it that brushed metal effect to lights and adjusted the Base Color manually to get the color I wanted. I also changed the Roughness texture's color ramp greys to be almost the same just to make it a little more smooth for my taste. EDIT: you may need to play with the Anisotropic Rotation value to get the direction you want. That is just what worked for my test scene.
@CyberPhonkMusic2 жыл бұрын
The King
@RyanKingArt2 жыл бұрын
Lol thanks. (King is just my last name) 🙂
@CyberPhonkMusic2 жыл бұрын
@@RyanKingArt Today I will have to marathon the videos of the King
@stoopidbastid64205 ай бұрын
nice
@RyanKingArt5 ай бұрын
Thanks!
@paulburrows932 жыл бұрын
Hi Ryan do these work for baking for FBX?
@RyanKingArt2 жыл бұрын
If you bake these out to texture maps, then yes, they should work with FBX files.
@mr.lunatic31572 жыл бұрын
Nice 😍😍
@RyanKingArt2 жыл бұрын
Thanks!
@kencarter23482 жыл бұрын
A tutorial request, please, Ryan. I have a file that looks like several objects but there is only one. I want to select parts of the file and append them to a new file. I can never see the result, hence the need for a tutorial. How to append/copy to a new file?
@RyanKingArt2 жыл бұрын
Thanks for the tutorial idea! I will consider it.
@sonalik18192 жыл бұрын
Do you know if there’s a way to make the lines follow the curvature of the mesh with nodes?
@RyanKingArt2 жыл бұрын
Well the thing is, every surface has at least two angles. Like on a sphere, you could go up and down, side to side, and back and forth. And on a flat plane, you have two ways you could go. Side to side, or up and down. So I think you have to tell the texture what angle you want the texture to go.
@sonalik18192 жыл бұрын
@@RyanKingArt interesting. So do you have any idea how to tell the texture the angle? Would you have to use uvs or is there a procedural way?
@RyanKingArt2 жыл бұрын
@@sonalik1819 Hmm, I'm not sure.
@my02cent282 жыл бұрын
@@RyanKingArt Can this be controlled with the UV coordinates?
@RyanKingArt2 жыл бұрын
@@my02cent28 you might be able to do that.
@DM_Designs2 жыл бұрын
Hey bro can you make series on animation please
@RyanKingArt2 жыл бұрын
Thanks for the tutorial request! I will consider it.
@DM_Designs2 жыл бұрын
@@RyanKingArt thanks bro
@LordHagaru2 жыл бұрын
Make one for carbon fiber
@RyanKingArt2 жыл бұрын
Thanks for the tutorial idea! I would like to do that sometime.
@SR-ok9wg Жыл бұрын
BUMP node doesn't work sir.please tell me solution
@RyanKingArt Жыл бұрын
what happens when you connect it up? What exactly isn't working?
@hugostrauss305 Жыл бұрын
Ryan, i'm from Brazil and i'm your fan. Can you teach How to make iron material?
@RyanKingArt Жыл бұрын
thanks for the tutorial request. 👍
@knowersci-fi6552 жыл бұрын
👍
@RyanKingArt2 жыл бұрын
Thank you! 😀
@ookk89512 жыл бұрын
Cloth texture please!
@RyanKingArt2 жыл бұрын
I have plans to do that sometime!
@SR-ok9wg Жыл бұрын
MY Blender version 3.4
@RyanKingArt Жыл бұрын
👍
@eobet2 жыл бұрын
Is not distance a Blender Unit distance? That is, sure you have 0.1 strength, but the "simulated" height is still a full meter or millimeter making it not look correct. Don't you really want 0.0001 distance and 1 strength?
@RyanKingArt2 жыл бұрын
I suppose so. I'm not really sure. Are you talking about the mapping node?
@eobet2 жыл бұрын
@@RyanKingArt Sorry, I was talking about the Bump node. 😅
@RyanKingArt2 жыл бұрын
@@eobet Oh ok. I will take a look at that.
@danilbaranovskiy41162 жыл бұрын
Hi
@RyanKingArt2 жыл бұрын
Hello! Thanks for stopping by. 🙂
@pbjellysand Жыл бұрын
Instructions unclear, couldn't get past the first step, Keyboard shortcuts not working.
@rick-deckard10 ай бұрын
Which one??
@hyperberry7396 ай бұрын
Do you have node wrangler add-on enabled?
@wendysburgers43266 ай бұрын
Bro male sure your Keyboard have Numpad. No numpad, Blender Shortcut won't work. Re configure the keys if your keyboard is not full like in Laptop
@gottagowork Жыл бұрын
Oh, this is a bad one, sorry. Consider deleting this and re-do it, and obtain some real world parts to observe. Check out videos how to brush (polish) a square tube mitered corner, or the craft of creating a brushed or satin surface appearance in general, or the complex anisotropic patterns left by multi axis mill machining. You're creating an isotropic flat colored metal with noisy stripes in it. This isn't achieving a brushed appearance at all. Unless for very coarse machining marks, like the underside on a pot or a vinyl, you should never use bump node, which is used wrongly as well btw (adjust distance, leave strength at 1). Also, making a simple sphere "brushed" doesn't show any of the challenges with setting up an actual part ready for a *real* brushed (or satin) appearance. 1) Always use anisotropic shading for facing angles, but you can mix in very low roughness glossy shading at extreme grazing angles (although I don't bother). You can't just modulate anisotropic parameters for this one, as both will be visible at the same time. Again, observe real world behavior. 2) Adobe has some references (Adobe standard material, worth mentioning that their anisotropy is better than Blenders in that it can handle anisotropy without a roughness requirement) if you want F0 face and F82 edge tint data for various metals. Add for that extra realism, even if some choose to ignore it. I'll ignore if I don't have the data. 3) Anisotropic "color depth" varies with treatment; machined may not have any, brushed have a lot of depth, and for satin the depth is hardly visible except in extreme closeups. 4) Try a more complex part, like a European style door handle (not a knob), then make a decision; what parts of the surface to use linear anisotropy, and what (if any) to use radial anisotropy. 5) If you want to affect anisotripic spread (with no bumps), you can control rotation using voronoi color -> subtract 0.5 - multiply [0.002,0.01] or so. 0.25 is 90 deg rotation, 0.5 is 180 degree. 6) UV based tangents works fine for directional shading, but falls apart somewhat for radial shading. Meaning you have to make a conscious decision on how to approach modelling (separating parts) and if to use multiple materials to do one job, or utilizing "UV space locations" to divide (i.e. UV.u < 0, then use this part of the single shader). 7) If the part have bent tubular geometry (like the handle/snout of the Utah teapot), you need to figure out how to create a seamless voronoi patters around the seam. Erindale has a recent video on that, just need to reduce it by one dimension to remove the seam only in one dimension which is what you need in this case. No pattern seam if U space is completely filled. 8) If the part have singularities (like a Y-tube intersection with individually brushed tubes), you need to figure out how to blend the tangencies properly. I haven't been able yet, I just blend in some glossy shading (fully glossy at singularity). This may be possible to achieve properly with Blender now with blurred attribute geometry node, but check out Entagma's "New In Houdini 19.5 Pt.1" and "New In Houdini 19.5 Pt.2" for how to deal with tangent fields.