Your Gold Text wrap tutorials are on point. However, I wasnt able to learn much from all 3 of them. I wish you begun from scratch, building up as you explain the way you do. All of them start at the end with a full node tree, Its so much scrutiny to align the node setup with yours. And I am not a Noob. Thank you though
@Brucelam15113 күн бұрын
I have a question, can we do with transparent image?
@youssefmostafa8003Ай бұрын
Thank you for the great tutorial and detailed explanation. I really appreciate your work
@monolislis2 ай бұрын
This tutorial is stunning, can’t wait to give it a try and share my result with it!
@tomcollins6989Ай бұрын
Awesome Hunter. One question was the one crucial element the lighting? I watched through and saw some great points and set up but was left a little confused as to what the one crucial element you mentioned actually was? I have a great foil texture I have been using in my spirits bottles renders and eventually I settled on using a paper PBR texture and then making it metallic. Works a treat. This example render shares some similarities with the lovely Stranger and Sons gin by Oveja & Remi Studio
@jacquelinelmiller5 ай бұрын
That looks great!!
@Interactiv5 ай бұрын
Cheers, much appreciated.
@jdfshijhawkb5 ай бұрын
Just started with your intro course. Hope one day I'll be able to understand even 1% of this. 😅
@Interactiv5 ай бұрын
Keep it up 💪
@nicolas803404 ай бұрын
What a beautiful work, I wanted to ask you why you decided to use displacement (I know that displacement modifies the geometry directly) instead of a bump/normal for the relief of the label. Does it make much of a difference in terms of realism?
@Interactiv4 ай бұрын
Thanks for watching! In this case, it actually makes no difference in terms of realism or render time. You can plug the displacement texture into a bump node, reduce the distance for a smoother bump, and then connect that to the normal input of the foil's bump node. I just chose to keep it separate. Also the displacement will effect the entire label and won't be masked by the mix shader.