✅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
@F10F11hm Жыл бұрын
I'm constantly in awe of the cleverness of your techniques. It must have taken years of iteration and experimentation to reach this level of mastery.
@JonasNoell Жыл бұрын
Haha, it’s mainly laziness on my end so I always try to find setups that make it as simple and fast as possible 😀
@yekdosecharpanj10 ай бұрын
After watching your tutorials, I learned several important new points not covered elsewhere. Your teaching style is engaging and smooth. Thank you.
@roberthvala6459 Жыл бұрын
First! You make it easy and strait to the point, thank you! Great tutorial.
@ss54dk Жыл бұрын
your tutorial more and more crazy every time, the most crazy in all youtube channel
@V4ka1 Жыл бұрын
Thanks you for these very high quality tutorials Jonas!!
@juanromero-fi2cf Жыл бұрын
Amazing, getting this result in a fast and procedural way is incredible, thanks!!!
@chistoprosto5859 Жыл бұрын
Another excellent tutorial! You make it seem so easy and logical, but I could never come up with this on my own for my shading networks. Thank you for the inspiration and education you provide! Looking forward to the next one! :)
@CellarLakeStudios Жыл бұрын
Once again you knock it out of the park Jonas. I was just working on this. Thank you so much.
@JonasNoell Жыл бұрын
Haha, that's a lucky coincidence!
@crearte1 Жыл бұрын
Great content always, I'm learning a lot from you, thanks a lot for sharing.
@FS4U-CH Жыл бұрын
amazing tutorial. Thank you so much for this. cheers
@asaduzzamanasad10678 ай бұрын
Dude_ Really cool...love it.... lot of learn,,thanks
@scpk2246 Жыл бұрын
Jonas, your level is same with Grant Warwick - but you're doing this for free - THANKS A LOT!!! AS IN A LOT!!!
@pietervandenbulcke7750 Жыл бұрын
Very Nice tutorial. THNX
@kadirboztas6917 Жыл бұрын
You are best, I learn a lot of things thanks👏👏
@zohahs5276 Жыл бұрын
Please do a detail tutorial on how vray samples + which global illumination is best suitable for which scenario and how to clear noisy renders without denoiser.thanks.
@nel.barroso83 Жыл бұрын
Dude! Amazing Tutorial!
@mikegentile13 Жыл бұрын
❤as always great tutorial! Using simple shaders like the black one, so the artist can easily see the effect is your best tip ever! We have a snowify script that does something similar but with snow.
@JonasNoell Жыл бұрын
Yeah, it's always best practice to isolate what you are working on
@valeriogranito Жыл бұрын
Great tut and nice channel. If you look closer at dust on a body shell, you'll see that it's intensity change according to the angle you are looking at. In you scene, you used the same technique for 2 different effects. The one you used is working fine for the mud, but for the dust I think you should give a try to a falloff map, set to perpendicular/away. You'll see!
@JonasNoell Жыл бұрын
Hi yeah that’s an interesting idea. I guess if combine both should get some nice result. So to place the dust more on areas facing upwards but also have it affect by viewing direction. Good idea 👍
@Slava22222 Жыл бұрын
Dam, that's impressive tutorial.
@andresn58 Жыл бұрын
Nice Tutorial, ty very much !
@Attentive-w4q Жыл бұрын
thank you very much for the lesson
@yuriihrytsenko7680 Жыл бұрын
Top! Thanks!
@SaleemAkhtarArts Жыл бұрын
Premium stuff thanks Jonas
@lucidu4euh Жыл бұрын
great tutorial ✌I've been applying dirt and mud to vehicles for several projects recently and developed a similar approach with layered vraydirt maps (the override material was clever and didn't cross my mind). But I'm working with vehicles converted to VrayProxies and can't get triplanar maps to work with them unfortunately, so I had to develop several work arounds. You might want to incorporate an additional dirt map in the composite map that uses streaks, with a bias in Z. But this can become problematic on a vehicle with so many curves
@JonasNoell Жыл бұрын
Yeah the z bias was creating some unwanted results in this case, I was playing around with it for a while. Why you couldn't get VRayTriplanar to work with Proxies? Should work with no issues...
@abdullahubeyd3060 Жыл бұрын
thanks
@pixelquarry Жыл бұрын
Another great tutorial. I don't quite get what the RGB multiplier in VRayColor does. How can it be more than white? Is this some "beyond 1.0" magic?
@randydunn23162 ай бұрын
I have a multi sub object material on a max model (it's a different truck), when i send that to a vray blend material like you describe in the video, and apply that to the truck, it applies channel ID #1 to everything, all the other materials in the multi sub dont pass through, just the top ID one. the "truck" has ID's set to polygons.
@JonasNoellАй бұрын
Which V-Ray version is that?
@furatmussa7341 Жыл бұрын
thx a lot
@brandhuetv Жыл бұрын
thank you for these fantastic tutorials, want to ask, if we have an animation, does the distance map for the mud, change and flicker with car movement?
@JonasNoell Жыл бұрын
If its driving over a perfectly flat plane then not :-) Otherwise you can choose a UV based approach instead of the distance texture by just using a simple gradient for example.
@jimmwagner Жыл бұрын
When is the long and detailed course for v-ray materials and lighting being released? Do you need to take all my money now or after it gets released? :)
@JonasNoell Жыл бұрын
I have a course on car rendering already available now :-) For a whole course I will see if and when I have the time for that...
@F10F11hm Жыл бұрын
@@JonasNoell Don't forget about the endless engines animation course (stunning work!), please add this one to your to-do list, as well. :)
@iannolisgeorgianimis4925 Жыл бұрын
Seconded! I would buy any course or join patreon to get access to it!
@martindione386 Жыл бұрын
excellent lesson as always, would this thechnique work if the truck is animated?
@JonasNoell Жыл бұрын
It would work unless you deform the geometry of the truck. In this case you would need to use UV maps instead of Triplanar, as the projections would "move through" the geoemetry during deformations. But depending on the shot/cameraangle/animation it would be more or less visible, so maybe it doesn't matter in the end...
@scpk2246 Жыл бұрын
@@JonasNoell how about baking the maps to objects?
@nathanmitchell70749 ай бұрын
@@JonasNoell I think also if the truck animates/jumps above the ground (like off a ramp) the distance texture cause the mud at the bottom to disappear as it gets further from the ground? I guess you could bake it out.
@JonasNoell9 ай бұрын
@@nathanmitchell7074 Or you can just link a groundplane that links together with the car. But if your primary usecase is animation then there other techniques which work better in that case.
@MahmoudSkafi-z5s Жыл бұрын
very nice, however this will not work with animations since the procedural effect will break as the distance change from the floor. Is there a way to bake it ? or maybe use a falloff parallel to world Z ?
@JonasNoell Жыл бұрын
You can just add a new UV Map with a different channel and assign a gradient ramp.
@wilismatrix9847 Жыл бұрын
very beautiful model, where we can buy this car model ?
@JonasNoell Жыл бұрын
It's part of Chaos Cosmos, so it's included in V-Ray
@ThomasMiller3D Жыл бұрын
So good! The use of VRayOverrideMtl to clear up the glass kinda blew my mind to be honest. I read the documentation for VRayOverrideMtl, but I still don't fully understand how it works for the reflection and refraction in this case. My main point of confusion is how the reflection override only affected the glass and not the whole vehicle. Wouldn't using the original clean multi/sub object in the reflection slot of the overridemtl affect the glossiness/roughness of the dirt and mud materials?
@JonasNoell Жыл бұрын
The Override in this case defines how that material looks in reflections or refractions. So in the Refractions we use the clean version of the shader. If in this example you would put a chrome ball next to the muddy car it would reflect without mud in the chrome ball . That's why I also had to use the clean version in the Reflection Override as in the headlight there is a lot of chrome reflecting itself. So that's why I had to use Reraction AND Refraction Ovrd.
@ThomasMiller3D Жыл бұрын
@@JonasNoell Got it! It's starting to make sense, thank you! In this case, what would you do if let's say the vehicle is in a scene where there are a lot of reflections (standing on top of a still puddle, for example, where you would clearly see the vehicle in the reflection), would you get rid of the OverrideMtl and work on the glass material separately from the rest of the vehicle's multi/sub mtl?
@JonasNoell Жыл бұрын
@@ThomasMiller3D In this case I would probably select separate the interior from the exterior and apply the clean version of the shader for the interior.
@ThomasMiller3D Жыл бұрын
@@JonasNoell Makes sense! Thanks Jonas!
@xilun3 ай бұрын
Can you procedural Mud Shader in Corona? Thank you
@darkheaven7404 Жыл бұрын
Sir please make a tutorial on grapes Procedural texture
@KernitTheFont Жыл бұрын
I was hoping to apply this technique for Cinema 4D and Vray 6, but annoyingly, you can only plug solid colour or texture maps into the C4D MultiSubTex node, not complete materials.
@JonasNoell Жыл бұрын
MultiSubTex is also the wrong node as that is just to layer maps. You have to chose something like a BlendMaterial, LayeredShader or whatever the C4d Equivalent is
@KernitTheFont Жыл бұрын
@@JonasNoell Aaah, I thought the 3DS MultiSub Object shader and C4D MultiSubTex were the same thing. I wish ChaosGroup would add equal functionality across implementations.
@abdullaharshak.n78702 ай бұрын
Is this Vray workflow is also suitable for houdini as well. Because I use vray for houdini.
@JonasNoell2 ай бұрын
How about you try it out and see?
@ahmadserro Жыл бұрын
💛💛💛💛
@FS4U-CH Жыл бұрын
Hi Jonas, I tried to replicate this with a Corona Layered Material but it says "Unsupported Multi Nesting" a bummer! Any idea of a workaround?
@ciprianandrus1544 Жыл бұрын
Hello, is there any simpler method to combine all the materials from an object (let's say all the elements on a car) into one multi sub-object material?
@JonasNoell Жыл бұрын
You can attach all parts and it should be doing that by itself.
@WojciechBuchta Жыл бұрын
Hi Jonas - could you please shed a light on your computer setup - CPU, GPU, RAM etc.?
@JonasNoell Жыл бұрын
Threadripper 3990x, RTX 3060TI, 64GB Ram
@WojciechBuchta Жыл бұрын
@@JonasNoell I ask because I am curious what engine is responsible for render previews in your video - is this GPU only, or something else (CPU, CPU+GPU)?
@yuanzhang8448 Жыл бұрын
Will the distance map be unstable if animation is rendered
@JonasNoell Жыл бұрын
As long as the car keeps the same relative distance to the floor then not. But if the car jumps or something I would use a UV based approach instead for the distance part.
@albertofigueroa7804 Жыл бұрын
This seems like a good reason for not using Corona ): Apparently there's no way to connect a Multi-Sub Obj into a CoronaLayered Mtl. Do you think there's a way around to make it work?
@JonasNoell Жыл бұрын
I'm not very familiar with Corona not sure sorry
@albertofigueroa7804 Жыл бұрын
@@JonasNoell I tried to do it applying the Dirt Map (CoronaAO) in each material separately and it worked marvelous (much more time of course). It's my first decent results using dirt/distance maps. Thank you!
@JonasNoell Жыл бұрын
@@albertofigueroa7804 Ok perfect :-) Yeah one by one would work as an alternative, however I like that in VRay I can just just throw the whole MultiSubobject Mtl inside.
@3dnutta10 ай бұрын
Is this possible in Maya with VRay, can assign material id's as a vray attribute but I do not see any way of being able to make that useful with the shaders. Yes could prob get this effect per material but that is a lot of shaders to update and modify for the look dev.
@3dnutta10 ай бұрын
Oh meant to say, really nice job here!
@GG-gr2px Жыл бұрын
What will happen if you animate the car? Will those textures follow the transformation? Or any deformations, in case you wanna crash this car?
@JonasNoell Жыл бұрын
As long as you just use move, rotate, scale there won't be any issues. If you crash the car and deform the mesh itself then the Triplanar won't work. In this case just use a simple Box UV or something instead. Or spend the time to do a proper unwrap.
@Gerald_shiji Жыл бұрын
Hello, I want to know why there is no model at the bottom of the car, but there are shadows. And there is no lighting in the scene. Why do the car highlights and the background of the picture have gradients?
@Gerald_shiji Жыл бұрын
I really enjoyed your tutorial and hope you will continue to update it. :)❤❤❤
@JonasNoell Жыл бұрын
The floor is a matte object :-) And the gradients exist because whatever reflects in there also has gradients built in (sky)
@jollks6750 Жыл бұрын
What hardware are you using to render so fast? quantum computer? :)
@JonasNoell Жыл бұрын
Threadripper + the power of Adobe Premiere :)
@gonanavasdosaches Жыл бұрын
Aplica lo mismo para corona render?
@JonasNoell Жыл бұрын
Should work pretty much the same
@TheOriginalFez Жыл бұрын
Hi Jonas. I'm trying to replicate your Procedural MUD SHADER, and I'm running into an issue with a Vehicle's Tires. How did you go about yours? I ended to UV Mapping are across x4 UDIMS (SideWalls,Tread, etc) and I can't figure out how to use "Vray's multi sub tex and/or Blend Mtl" to apply the MUD Shader. Any help would be greatly appreciated. Also Great Tutorials.
@JonasNoell Жыл бұрын
Not really sure how that should be a problem as the Mud would be applied "procedurally" using Triplanar and VRayDirt as shown in the video ignoring any UV's.
@TheOriginalFez11 ай бұрын
@@JonasNoell Thanks for the Reply Jonas. It turned out the file was corrupt, so I had to redo everything and the Mud Shader works as it should. Although I had to Use several Vray Mtl's for each UV/UDIM, to get it Mapped and Rendered properly. So I guess my question now, is there a way to use "Vray's - MultiSubTex" to "ObjectID" a specific 1020UV/UDIM etc?. From what I've read it's not possible, but just wondering if you had any insight. Thanks
@JonasNoell11 ай бұрын
@@TheOriginalFez I hate UDIMs, so I'm not really very experienced in using them 🙂But couldn't you apply a separate material ID for each UV set and then use the MultiSubTex with those?
@TheOriginalFez11 ай бұрын
@@JonasNoell Thanks for the Reply, and pretty funny hating on UDIM's, I would have though to the contrary. Finally had time/figured it out, and yes ended up using "UV Sets", "Opacity" as Masks with "MultiSubTex" Material ID to Mtl. Thanks for the advice, you have definitely made me more of a "Procedural Shader" fan, and I'll throw some shade at UV/UDIM's. Keep up the great tutorials, and thanks again.
@myown-ht4lk10 ай бұрын
How can corona user achieve this. Some maps are not available I'm the corona render and corona layered material does not support multi\sub material for base object.
@JonasNoell10 ай бұрын
Then you would need to make a layered material for each of the shaders which in this case is a little bit more annoying as there are a lot of materials in the SubObjectMtl
@myown-ht4lk10 ай бұрын
@@JonasNoell oh thanks. Pretty annoying. 😢
@janchen6001 Жыл бұрын
帅 乔
@Triplanar Жыл бұрын
can this be done in a corona?
@JonasNoell Жыл бұрын
I wouldn’t know why it shouldn’t
@digitalesthetics Жыл бұрын
wish corona layers material could take multi sub materials. but nope. Hasn't for several years now.
@JonasNoell Жыл бұрын
Actually I was quite surprised to see that it is supported in V-Ray :-)
@digitalesthetics Жыл бұрын
@@JonasNoell i found another way. But it involved connecting the layer on every material on the car.