✅Check out Patreon for all my scene files, bonus videos, a whole course on car rendering or just to support this channel 🙂 patreon.com/JonasNoell
@umsatz-magnetug19863 жыл бұрын
Wow. I did not think someone could show me something so advanced in 3ds max that i almost feel like a beginner after using this software since the DOS Versions.
@JonasNoell3 жыл бұрын
That's honoring to hear :D Anyway learning never stops, I also learnt most techniques from somewhere or someone else, it's all about sharing knowledge!
@Bricecenturion9743 жыл бұрын
thanks for the tutorial ! would love to see vray displacement setuop tuto ! :D
@cinurwe3 жыл бұрын
Check out his snow material tut. kzbin.info/www/bejne/jZyVamytqLKpnas
@JonasNoell3 жыл бұрын
Got it still on my list, but did you check the Snow Shader tutorial in my channel, there is a fair amount of displacement workflow in there :)
@Bricecenturion9743 жыл бұрын
@@JonasNoell oh miss this one ! Bell is activated but I did not see it :) thanks for the link !
@anony1243 жыл бұрын
wow!! your tutorials are amazing !!!! i love your work , can you please do a tutorial about texturing some furniture like leather ? old leather and wood and fruit texturing like orange or banana
@JonasNoell3 жыл бұрын
Alright sounds like a good idea, will keep it on my list :)
@povilaslondon2 жыл бұрын
If you change the tilling for normal map on each layer you can get smoother rotating scratches rather than these jagged ones. This shader takes some time to dial in correctly as you said.
@JonasNoell2 жыл бұрын
That's a good addition, thx for your input!
@povilaslondon2 жыл бұрын
@@JonasNoell glad to help. I really like creating advanced shaders, just so much fun :)
@ElwinWay3 жыл бұрын
Nice tutorial :) 2 Q's: 1- how come you don't use Slate? I find it less confusing than switching back and forth between material slots. 2- What was the purpose in adding a white colour to the blend amount instead of making the blend colour swatch white?
@JonasNoell3 жыл бұрын
Hi, to admit for me it’s mostly old habit as I started to use Max way before the Slate Editor became a thing. I will try to use the SME more often now, also SME 2.0 is apparently about to released soon :) As for the white color I use that so that I can very easily adjust the coat intensity with the numerical slider. So you can just dial in 10 to get a 10% intensity instead of having to use a 255/5 = 25 RGB grey value. It’s just more intuitive like this, but this way requires the color set to black and the white mask to fade between black and white basically. 😉
@wilismatrix98473 жыл бұрын
Great tutorial !! Please could you use the non compact material editor ? it really confuses me this compact one !
@danielaz78893 жыл бұрын
nice work 😍👍 Thank you loved it ✨ can you make an advanced tutorial about the BRDF in the vray mtl please ?
@JonasNoell3 жыл бұрын
Alright, sounds interesting, will add it to the list :)
@ss54dk3 жыл бұрын
very amazing, but please use the slate material editor for all tutorial, otherwise hard to know the material structure.
@Hartproduktie2 жыл бұрын
Learned a lot that is a great tutorial
@nfrancisj2122 Жыл бұрын
beautiful
@SonofNegus3 жыл бұрын
After looking at this tutorial again I noticed you used metalness at 0,25 for the base mtl. I guess you did that to get a bit of color in the reflections? How would you set it up without metalness? Falloff curve in reflection with tinted color (facing angle) and maybe higher fresnel to compensate?
@JonasNoell3 жыл бұрын
Hi, yes exactly it was just a creative choice to tint the reflections a little. Technically it is not physically accurate as the metalness should either be 0 or 1, but for the sake of simplification I used it like this. If you don't have access to the metalness parameter (in case you are using older versions of V-Ray) you would do that with a falloff curve. Technically you would blend 2 shaders in a blend material, one metallic with fresnel turned off and a colored falloff curve and one dielectric one with fresnel and white reflections. You could see this process in detail in the carpaint tutorial that I did before.
@GabrielMendezC Жыл бұрын
Great video! I got some usefull tips. Isnt adding several coats (the scratched bump coat) in the VrayBlendMtl the same as just using one with the same output multiplier? You added 4, all with a value of 10 which equals 40 in result. Would it be the same than just using one coat with a value of 40? I just ran a test and looks the same to me. Didn't notice any difference. Any thoughts?
@JonasNoell Жыл бұрын
Hi, the result should be different as all those 4 layers use different anisotrophy and rotation values. If you simplify it down to 1 you will loose this effect. But if you got visually the same result using just one layer in your scene then nothing speaks agains simplyfing the shader a little bit :-)
@GabrielMendezC Жыл бұрын
@@JonasNoell It definetely was the Anisotrophy rotation and dispersion. Thank you for your feedback. You have a loyal new subscriber. Cheers :D
@tobiasnoll53593 жыл бұрын
Nice one! Can‘t the streak effect actually be achieved cheaper by a lens effect? Also sometimes it‘s very hard to see what values you are actually changing, maybe a screen lens would be of additional value.
@JonasNoell3 жыл бұрын
The swirls in the shader are different from the lens effects. With the lenseffects you can just have these straight streaks which derive from the blades in front of the camera lens, but this swirly effect that follows the shape of the surface is something that derives from the surface level. At least so far I didn't found some convincing way how to use the lenseffect for that. For the screen lens thats probably a good idea, will check how I can add this for future tutorials :)
@lemathmath3 жыл бұрын
Great tutorial as always mate! I'm wondering.. to create your materials, are you really working in compact mode instead of slate, or that's just for presentation? o_O
@JonasNoell3 жыл бұрын
I tend to work hybrid, using both, but tend to stay in the compact one for the majority as I find it more easy to deal with simpler materials and to quickly instance whole hirarchies between different shaders and so on. Actually for presentation I agree it's probably better to use the Slate more, because while the whole structure of the material maybe is very clear in my head for myself, for people watching the Slate is probably easier to understand as you constantly see the whole hirarchy :)
@lemathmath3 жыл бұрын
@@JonasNoell Yeah I'm not sure honestly, it's just that personally I've discovered that slate has allowed me to speed up my workflow significantly and come up with more creative and complex solutions than when I was only using compact. Looking at your tutorials and seeing you were of a somewhat advanced level, it surprised me to see you use the compact mode. But to each his own I guess! Getting good results is what matters, so you can use what you're the most comfortable with. Thanks for the reply :)
@DaT_Animations2 жыл бұрын
how do you make that gradiented background? I'm on vray next btw.
@JonasNoell2 жыл бұрын
You can just use a gradient ramp in radial mode for the background ond/or add some vignette in the camera.
@keithyakouboff87552 жыл бұрын
No matter what I did -- bump map or normal map, flipping or not the green channel -- I did not get the sharp and lengthy lines you did. I got what amounted to a softish bump map, with short scratch lines. It looked more like a bumpy reflection than a scratched one (using Maya 2020, not Max; but I endeavored to translate your workflow accordingly).
@JonasNoell2 жыл бұрын
Did you try to disable filtering for your maps?
@keithyakouboff87552 жыл бұрын
@@JonasNoell oooo No I did not... something to try.. Thank you.
@keithyakouboff87552 жыл бұрын
@@JonasNoell Okay... Turned texture filtering off. Changed from sRGB to Raw for the normal map. And then back again. Doubled the mapping coverage of the texture to make the lines smaller, thinner. I am still getting lines that just bleed out from the edges of reflective highlights. I don't get the "webbing" that you see in your photos or your renders. This is Maya, so that might be part of the problem. A different workflow might be needed. Unfortunately, I can't find anything online for creating such an effect using Maya.
@keithyakouboff87552 жыл бұрын
@@JonasNoell Started to get something. I messed with the bump level and the opacity of the layer in the blend shader. Started getting a more hairline look, but they still looked like fractures more than scratches. Still, a bit of progress. However, when I went from a studio to an outdoor, daylight HDRI, the scratches all but disappeared. I tried to create a specular-based scratch layer, but without the bump, you don't get the circular webbing around the highlights. Oh well!
@erhanozen99403 жыл бұрын
Can you share the texture you used?
@JonasNoell3 жыл бұрын
If you want to use exactly the same texture you can find that on my Patreon :-)