You are probably the most likeable creator in the blender community,there is always something benevolent about your way of talking and helping others. Have a good day Ryan, thank you for all your work and cheers from Italy pal.
I'm going to be honest, you're really nice to have in the background while I'm working on other projects. By that I don't mean you're boring, it just feels motivating to have someone also doing blender while I am and I like hearing your voice. I think your actual content is great and I swear I'll actually follow along when I'm finished with my stuff, but for the time being I'll just listen.
Best class ever about pixels! You don't know how many beginners you've encouraged! Thanks! I had been looking for a better way to find this in Blender for 7 days, only much later that RUclips suggested your video to me. It took RUclips a long time to suggest something of such help and relevance to me! Hugs!
ryan is literally a saviour, his tuterials always helped me with whatever i struggled with and no tuterial on this platform comes as close to his. thank u so much
Thanks, this was very educational. I ran into an issue, where the first 4 materials had some weird blending issues on 3 of the 6 sides. Half of the pixels looked like they were blending badly, like overlapping geometry, it was ugly, but changing it to smooth F1, like the bump ones, and setting to something like 0.01, it fixed it right up. Not sure what caused it, but if anyone else has that issue, you will know how to fix it. Thanks again, I learned a lot.
Random question, hopefully easy, but how can I get a 16x16 surface (while keeping the edges perfect)? I end up with either 15 or 17 by adjusting the scale. Edit - I did it - Used generated on the texture coordinate, location on the mapping at .219 on x,y,x, and a scale of 16 on the voronoi. I'm not sure why I did any of this, but it worked.
Finally someone explains the driver data path trick! So cool! I've always been annoyed that the color ramp had no inputs to control those parameters and now I can. What other nodes have parameters without input sockets?
Hey Ryan, the Texture has some z-clipping problems in eevee. Do you have a simple way to fix it? Edit: just tried some stuff, found one solution: 1. Copy the Voronoi texture with a stable scale like 15 which you don't need to change anymore, (rename it to "zclip" or whatever for simplicity) 2. -> Connect "Texture Coordinate" Normal to the "zclip" vector input. 3. Add "Vector Math" node, change it to "cross product" 4. connect the initial "Mapping" node to "cross product" and the "zclip" position output with "cross product" 5. use the "cross product" output as the vector for your voronoi texture. It fixes the eevee Z-clipping problem also a quick addition vanilla minecraft textures are 16x16x16 the scale of voronoi literally represents amount of pixels on each side. Set scale to 16, it is not stable thus the edges are squashed pixels. Go to your "mapping node" and set the location of xyz to 0.09375 this only works with 16x16x16, any other scale needs completely new adjustment. make sure the cube is 1m³ and scale is applied
Hey Ryan I recently bought the Procederal Blender Material Pack and I love you're content, I have a suggestion to add to your material pack or content, what if you make a Procederal Soap Material to add to the collection, I don't see much coverage on any soap material online and I think it would be interesting for a RUclips video idea, thanks!
Hello! Thank you for purchasing my material pack! I appreciate your support. Thank you for the tutorial request. I get lots of tutorial requests, but I will certainly consider it. 👍
Do you know why the bump node is only affecting the outline of the pixels and not the whole pixel itself? If you plug the bump output into the base color you can see what i mean.
Hello, thanks for video! I am Brazil! How could I add a gradient to groupings of these pixels? Leave the whitest pixels at the bottom and the darkest at the top? Thank you in advance for your response!
Hi Ryan, Thanks for the tutorial! I need your help. I apply a "Simple Deform" modifier, with Twist, and the square pixel voronoi texture was distorted. I tried applying some "Subdivision" thought will smooth out the surface, but the square texture isn't square no more. How do I keep the pattern square-ish, but has the simple deform-twist, applies to my mesh? Thanks
I'm not sure which one is better, but I personally have a Ryzen CPU, and I really like it. You could use one of those CPU comparison websites, and add in both CPU's and compare the general performance.
Hey Ryan, I suggest you to make a tutorial playlist regarding texture nodes ( NOT to be confused with shader nodes ) like the one on this video ruclips.net/video/v07SW5_ik3E/видео.html by cgvirus
*Download the Free Project Files:*
• Gumroad: ryankingart.gumroad.com/l/pixel
• Patreon: www.patreon.com/posts/80288110
We need more people like Ryan king art in the blender community thank you ryan
glad you like my content!
You are probably the most likeable creator in the blender community,there is always something benevolent about your way of talking and helping others. Have a good day Ryan, thank you for all your work and cheers from Italy pal.
Glad you like my tutorials! Thanks 😀
I'm going to be honest, you're really nice to have in the background while I'm working on other projects. By that I don't mean you're boring, it just feels motivating to have someone also doing blender while I am and I like hearing your voice. I think your actual content is great and I swear I'll actually follow along when I'm finished with my stuff, but for the time being I'll just listen.
Glad you like my videos! Thanks for watching.
Best class ever about pixels! You don't know how many beginners you've encouraged! Thanks! I had been looking for a better way to find this in Blender for 7 days, only much later that RUclips suggested your video to me. It took RUclips a long time to suggest something of such help and relevance to me! Hugs!
ryan is literally a saviour, his tuterials always helped me with whatever i struggled with and no tuterial on this platform comes as close to his. thank u so much
glad my videos can help!!
You are truly a god of blender materials, thanks for your work!
You're very welcome! glad you like it!
wow even my poor English can easily understand what Ryan king are teaching. thank you Ryan.
Glad you can easily understand the tutorial! 👍
Oh my goodness Ryan, that is spectacular! You’ve saved me hours of work!
Glad you like it!
Thanks, this was very educational.
I ran into an issue, where the first 4 materials had some weird blending issues on 3 of the 6 sides. Half of the pixels looked like they were blending badly, like overlapping geometry, it was ugly, but changing it to smooth F1, like the bump ones, and setting to something like 0.01, it fixed it right up.
Not sure what caused it, but if anyone else has that issue, you will know how to fix it. Thanks again, I learned a lot.
Yes I noticed that was happening in the Eevee engine, but it works fine in Cycles. So if you switch to Cycles render it should fix all those issues.
I've been looking for this exact thing forever, thank u
thanks for watching!
Neat! The color ramp driver is particularly interesting and useful. Thanks very much, Ryan!
You're welcome! thanks for watching.
incredible work as always
Glad you like it!
This is amazing, never even thought about pixel shaders like this. 👍 good stuff.
thanks!
Random question, hopefully easy, but how can I get a 16x16 surface (while keeping the edges perfect)? I end up with either 15 or 17 by adjusting the scale. Edit - I did it - Used generated on the texture coordinate, location on the mapping at .219 on x,y,x, and a scale of 16 on the voronoi. I'm not sure why I did any of this, but it worked.
Finally someone explains the driver data path trick! So cool! I've always been annoyed that the color ramp had no inputs to control those parameters and now I can. What other nodes have parameters without input sockets?
Thanks! Yeah I hope to implement these drivers in more future material tutorials. 👍
@@RyanKingArt Yes very powerful and it looks like a number data path is just 1 of a hundred or more sources of data Blender can pull from! Exciting!
Amazing 🤩🤩
Thank you!
Excellent tutorial 👌
Glad you liked it!
Great Ryan thank you for about it !
thanks for watching!
Hey Ryan, can you show us how to make realistic rain with splashes? Thank you
thanks for the tutorial request.
Hey Ryan, the Texture has some z-clipping problems in eevee. Do you have a simple way to fix it?
Edit: just tried some stuff, found one solution:
1. Copy the Voronoi texture with a stable scale like 15 which you don't need to change anymore, (rename it to "zclip" or whatever for simplicity)
2. -> Connect "Texture Coordinate" Normal to the "zclip" vector input.
3. Add "Vector Math" node, change it to "cross product"
4. connect the initial "Mapping" node to "cross product" and the "zclip" position output with "cross product"
5. use the "cross product" output as the vector for your voronoi texture.
It fixes the eevee Z-clipping problem
also a quick addition
vanilla minecraft textures are 16x16x16
the scale of voronoi literally represents amount of pixels on each side.
Set scale to 16, it is not stable thus the edges are squashed pixels.
Go to your "mapping node" and set the location of xyz to 0.09375
this only works with 16x16x16, any other scale needs completely new adjustment.
make sure the cube is 1m³ and scale is applied
Nice one bro 👍
Thanks 😀
awesome, great video
Glad you like it! thanks for watching.
Hey Ryan I recently bought the Procederal Blender Material Pack and I love you're content, I have a suggestion to add to your material pack or content, what if you make a Procederal Soap Material to add to the collection, I don't see much coverage on any soap material online and I think it would be interesting for a RUclips video idea, thanks!
Hello! Thank you for purchasing my material pack! I appreciate your support. Thank you for the tutorial request. I get lots of tutorial requests, but I will certainly consider it. 👍
@@RyanKingArt No problem! really like to support content creators like you, I just thought it was a dope idea.
@RyanKingArt this video is very useful for me because i am a blender user who creates Minecraft art thank you very much for the vid.eo
you are welcome!!
Do u think u could do a tutorial for a blinking eyeball?
Thank you for the tutorial request. I get tons of tutorial requests, but I will consider it.
@@RyanKingArt Thank you
Do you know why the bump node is only affecting the outline of the pixels and not the whole pixel itself? If you plug the bump output into the base color you can see what i mean.
Hello, thanks for video! I am Brazil! How could I add a gradient to groupings of these pixels? Leave the whitest pixels at the bottom and the darkest at the top? Thank you in advance for your response!
Hi Ryan,
Thanks for the tutorial! I need your help.
I apply a "Simple Deform" modifier, with Twist, and the square pixel voronoi texture was distorted.
I tried applying some "Subdivision" thought will smooth out the surface, but the square texture isn't square no more.
How do I keep the pattern square-ish, but has the simple deform-twist, applies to my mesh?
Thanks
is there a way i could pixelate an already existing shader? Pure noise is a little limmiting
Cool
thank you! 🙂
I pressed quick water effect and it made lines all throughout my objects and no color. How do I get rid of that?
Can we get a tutorial on how to make procedural paterns?
I will consider it. thanks for the tutorial idea. 👍
can you make a lesson about the exterior?, thanks
Thank you for the tutorial request. I get tons of tutorial requests, but I will consider it.
So basically u came up with a 3D QR code...
Haha yeah basically. : ) The black and white shader does look like a QR code.
what is your pc recommendation for blender? planning on buying ryzen 9 7950x and 4080 dunno whats better if i9 13900k or the ryzen
I'm not sure which one is better, but I personally have a Ryzen CPU, and I really like it. You could use one of those CPU comparison websites, and add in both CPU's and compare the general performance.
The blocks are too hard.🥺 Can you pls make them softer?
you could add a bevel modifier to round the edges.
@@RyanKingArt thank you so much oh my god
It would be nice if Minecraft used this, no more repetitive grass
haha yeah that would be cool.
Hey Ryan, I suggest you to make a tutorial playlist regarding texture nodes ( NOT to be confused with shader nodes ) like the one on this video ruclips.net/video/v07SW5_ik3E/видео.html by cgvirus
Thank you for the tutorial request. I get tons of tutorial requests, but I will consider it.
pixel shader? you mean minecraft
Haha yeah : )
Anyone know what you install to get the cavity option in the viewport shading. I am using 3.4.1 and it does not have the option.