Tiles, Scales, and Chain Mail... : UV Grid for Blender - A Tutorial Series - Part 8

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OfNodesAndNoodles

OfNodesAndNoodles

Күн бұрын

UV Grid is a Texture Coordinate manipulation node which lies at the heart of some fantastic and fantastical materials in Blender.
In this video tutorial series, you'll learn to build many and varied procedural materials by first building your own UV Grid node.
In this video, we build a Disc/based equivalent of our UV Brick node and use it to create a beautiful chain mail material, and stumble across some roof tiles and dragon scales along the way.
#blender #tutorial #procedural

Пікірлер: 28
@michael_hackson_handle
@michael_hackson_handle 8 ай бұрын
Out of curiosity: What have you studied to become this mathematical godlike figure?
@nodesandnoodles
@nodesandnoodles 8 ай бұрын
Goodness! Thank you, but I'm nowhere near god-like as far as maths is concerned. I really didn't do well in maths at school at all. I learned all I know later in life by studying on my own. First web design, then programming, then 3D, and that's when I really started learning things I'd never have thought I'd know; Calculus and Trig, Anatomy, Light physics, etc. I learned to make shaders by making shaders. Hands on!
@michael_hackson_handle
@michael_hackson_handle 8 ай бұрын
@@nodesandnoodles Well done I must say. That takes character. No doubt I ended up learning from your tutorials since I also going through the route of web design - programming and 3D. I am very grateful for your content!
@taupepigeon2435
@taupepigeon2435 Жыл бұрын
how do we make the UV Distance Node? I can't find it in any of the previous videos, unless I am missing something?
@nodesandnoodles
@nodesandnoodles Жыл бұрын
Hey there. The UV Distance node was a section we copied from the UV Brick node in part 7 here: kzbin.info/www/bejne/jqCxnJ6Eg6ZqpsU You can get a better look at them in part 5 here: kzbin.info/www/bejne/npKudH57osuekLs Just leave out the last Subtract node of the bunch.
@taupepigeon2435
@taupepigeon2435 Жыл бұрын
@@nodesandnoodles thank you very much, I must have missed it. your tutorials are beyond amazing.
@nodesandnoodles
@nodesandnoodles Жыл бұрын
@@taupepigeon2435 You're welcome! I'm glad they're proving useful. Thanks for watching.
@nathi218
@nathi218 Жыл бұрын
Great series, really apperciate the work you've put in!
@nodesandnoodles
@nodesandnoodles Жыл бұрын
Thank you! I'm glad you're enjoying the series. Thanks for watching.
@PiononoMatic
@PiononoMatic Жыл бұрын
incredible workkkkkkk thankssss youuuuuuuuuuuu
@nodesandnoodles
@nodesandnoodles Жыл бұрын
You're welcome. Thank you for following the series!
@MT-jt5uo
@MT-jt5uo Жыл бұрын
I spent all night watching your videos and making all your nodes up till this video didn't even get to try start the chainmail, but at least I'll be able to when I wake up. Great Series must've taken you a while to figure all this out, yours was the only one showing how to make chainmail as a texture instead of with actual rings.
@nodesandnoodles
@nodesandnoodles Жыл бұрын
Hey M T! That's great to hear! I'm very pleased the series is proving useful. Thank you. I've been experimenting with procedural and grid-based shaders and such for 3-4 years now. Thanks again, and remember to get some sleep from time to time! 😉
@mourece
@mourece 2 жыл бұрын
This video series is amazing! Thanks for sharing your knowledge!
@nodesandnoodles
@nodesandnoodles 2 жыл бұрын
Hey Mauro. Thank you! I appreciate it. I hope it proves useful.
@reuegabe9037
@reuegabe9037 Жыл бұрын
Hello, please tell me, can I somehow make such chain mail on the geometry of the object and not just the material?
@nodesandnoodles
@nodesandnoodles Жыл бұрын
Hi there. If you use Cycles and material displacement, the chain mail will be real geometry at render time. Are you looking for a way to save the displaced mesh, or would you prefer to model the rings?
@reuegabe9037
@reuegabe9037 Жыл бұрын
@@nodesandnoodles, Thank you for your reply, yes, i want to save displace mesh
@nodesandnoodles
@nodesandnoodles Жыл бұрын
You could bake the height data to a texture, and then use the texture with a Displacement modifier which allows you to apply the displacement.
@reuegabe9037
@reuegabe9037 Жыл бұрын
@@nodesandnoodles, thanks, i wil try it!
@petneb
@petneb 2 жыл бұрын
thank you, very inspiring
@nodesandnoodles
@nodesandnoodles 2 жыл бұрын
Hey Peter! Thank you and thanks for watching!
@FLORIANSPITERI-g3n
@FLORIANSPITERI-g3n 2 ай бұрын
hi ! thanks u for this great tutorial ! Is their a way to avoid the weird artefacts on the side of the rings ?
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
Hi Florian. Nothing perfect, I'm afraid. Those artefacts are inherent to the technique of displacing flat geometry. The closest thing to a solution is to add more subdivision until the stretched triangles can't be seen any more.
@FLORIANSPITERI-g3n
@FLORIANSPITERI-g3n 2 ай бұрын
@@nodesandnoodles okay ! Thank you , Aldo wondering , is there any downfall to using adaptative subdivision on this type of mesh ?
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
@@FLORIANSPITERI-g3n nothing other than memory consumption and render times increasing a little. It should help a lot with the artefacts.
@FLORIANSPITERI-g3n
@FLORIANSPITERI-g3n 2 ай бұрын
@@nodesandnoodles actually I did the whole tuto with it , could n t make it working without . And there is still a lot. Maybe changing the scale of the plan ?
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
The scale of the plane should only affect the height of the displacement. I usually use a plane subdivided by 10 cuts in Edit mode and a Subdivision Modifier with 4 levels for building the materials and then I turn on adaptive for the final render or just to see more detail.
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