I love the material on this chair. The chair itself is not so much puffy but in render it looks awesome. Please share full tutorial, including lighting. As I know lighting also plays major role in this.
Great tip Vjeko! This is also a great way to bake displacement into displacement map; make sure you have your UVs done right (no overlapping) and use this method to make quick wrinkles, and then use that high density model to bake displacement/normal map so that you can use those maps either for render time displacement or for use in real-time engines with less polygon dense mesh.
This is really cool man. Reducing the amount of displacement maps and instead making them geometry based displace effects can really help a scene sometimes.
What about rendering as a displacement map with your shader ... let's say you can't afford (resource wise) to have that level of procedural geometry density all throughout your scene, and you will be sending your render to the cloud where RAM limits aren't an issue. Part2? Or do you have reasons as to why that method is less desired (besides less intuitive control over the setup)? I see you use FStorm, I imagine there's a large VRAM hit when using displacement maps with a GPU renderer? I have been using Corona for so long, I can't really remember the differences between GPU and CPU renders, other than I know (back in the day anyway), you had to try to manage VRAM usage to properly take advantage of the GPU rendering speed. What's your take on Corona vs FStorm? A video idea perhaps? ;) Keep up the great work, only 128 subs to go :)
Woah, now an answer to this comment is something to think about, I’m thinking wether to record a video on this whole comment, or to write 3 pages of comments, give me some time to think how to approach this :D Edit: Alright, there will be a video dedicated to this comment!
very good ideea to bad that you have a copuple of millions of polygons and if you have a real scene with a couple of sofas and other stuff then is not really a good ideea add millions of polys just to create the wrinkles. :)
Thank you very much for sharing this important knowledge!
Really Game changer...
first time to see people no use zbrush to make this real texture!!!!!!! OMG! crazy amazing!!!
I love the material on this chair. The chair itself is not so much puffy but in render it looks awesome. Please share full tutorial, including lighting. As I know lighting also plays major role in this.
Great tip Vjeko! This is also a great way to bake displacement into displacement map; make sure you have your UVs done right (no overlapping) and use this method to make quick wrinkles, and then use that high density model to bake displacement/normal map so that you can use those maps either for render time displacement or for use in real-time engines with less polygon dense mesh.
Can you make a small tuto for This bro?
you are legend... tnx so much...tnx for sharing your knowledge ...
Thanks for a wonderful tutorial
great video thank you !
This is really cool man. Reducing the amount of displacement maps and instead making them geometry based displace effects can really help a scene sometimes.
Thank you
amazing skills!! thank you for sharing this precious information!
Brutalno. Jako jednostavno ali efektno... i render ti je odličan...
Fala stari!
super hyper great tip man!!!!!!!! goodbye Marvelous, goodbye cloth moifier, bye bye headaches, thank you very very much!
Absolute Genius
Awsome as always, thanks a lot!
cool stuff! this is how you teach how to do
it! Thanks man!
Super tip bro.....faster and easy to apply . Thank so much.
Did you use textures baking for this model?
thank you so much
very useful thank you
Smooth!
Super useful! Thank you :)
Any chance you could do a video on your studio light scene setup?
Here’s the logic behind it:
ruclips.net/video/xFGEdIs5OSM/видео.html
this is priceless! Thx a lot!
Thank you for a wondefull tip. but when I applied it to my model it is not working properly. what might be the problem?
That is awsome.Thank you very much
THANK YOU! I was really looking for this. very well explained.
What about rendering as a displacement map with your shader ... let's say you can't afford (resource wise) to have that level of procedural geometry density all throughout your scene, and you will be sending your render to the cloud where RAM limits aren't an issue. Part2? Or do you have reasons as to why that method is less desired (besides less intuitive control over the setup)?
I see you use FStorm, I imagine there's a large VRAM hit when using displacement maps with a GPU renderer? I have been using Corona for so long, I can't really remember the differences between GPU and CPU renders, other than I know (back in the day anyway), you had to try to manage VRAM usage to properly take advantage of the GPU rendering speed.
What's your take on Corona vs FStorm? A video idea perhaps? ;) Keep up the great work, only 128 subs to go :)
Woah, now an answer to this comment is something to think about, I’m thinking wether to record a video on this whole comment, or to write 3 pages of comments, give me some time to think how to approach this :D
Edit: Alright, there will be a video dedicated to this comment!
@@RenderRam Looking forward to it! 👍
my god.. you're awesome!
Great tutorial! Please upload texturing process of this model.
Thank you
I have a tutorial on unwrapping, you can check it, called Hacking Unwrap, one of the recent videos
Great work! Thanks
huge thanks)
Vejko you are genius :) Thank you so much for sharing you knowledge! Please keep do this great job
Man, Thank you so much
Thank you! Fast and easy!
Thank you 1000
Wow!!
👏👏
awesoem tutorial - can you do a tutorial on your method of unwrapping a chair like this?
Yup, there will be an unwrapping video!
Thanks a lot :)
can you plz sir share the wrinkle texture
🤯
Please share this Texture
for this way to add wrinkles your mesh need to be very dense i believe ?
I wouldn't say very dense... I would go with mid-high... If you want small wrinkles to be nicely visible, you would need more polygons
very good ideea to bad that you have a copuple of millions of polygons and if you have a real scene with a couple of sofas and other stuff then is not really a good ideea add millions of polys just to create the wrinkles. :)