for the next step i recommend looking into refraction and what it means for light to bend! - btw 2x speed to save time The first 500 people to use my link skl.sh/cgmatter06241 will get a 1 month free trial of Skillshare premium!
When I try to explain Shader Nodes to my friends, I usually say 'it is like creating sentences, and with those sentences, creating a paragraph with the node groups. It is like adding nouns, verbs, etc.' But bro, you wrote a poem right here.
This is here so I can come back anytime to review, but feel free to explore it too! 1. 0:00: Explanation of the video purpose and goal to teach Shader nodes in Blender quickly. 2. 0:11: How to navigate to the shading workspace in Blender and assign materials to objects. 3. 0:45: Understanding the default node setup, using *Principled BSDF*, and linking nodes to affect the object's appearance. 4. 1:08: Using value nodes to adjust brightness, and how values like `0` for black and `1` for white control lightness. 5. 1:20: Overview of the Node Wrangler add-on for easier node management. 6. 2:08: Combining values with math nodes (addition, subtraction) and creating patterns using sine and cosine functions. 7. 2:44: Introduction to RGB nodes for creating colors and working with values representing color channels. 8. 3:19: Explanation of vectors in shaders, including setting values for X, Y, and Z to influence shader colors and patterns. 9. 4:17: Using frame numbers to animate shaders over time, adding expressions for frame-based animations. 10. 4:53: Further exploration of the vector math node to add, subtract, and combine vectors for customized effects. 11. 5:30: Introduction to gradients and how to create patterns on specific object areas using UV coordinates. 12. 5:40: Sponsored segment discussing Skillshare and its educational content related to Blender and 3D design. 13. 7:01: How to use the texture coordinate node for mapping UV coordinates, understanding the X and Y axes in shading, and editing UVs. 14. 8:13: Separating X, Y, and Z values in vector nodes to explore their individual effects. 15. 8:49: Using operations like multiply and compare to create patterns. 16. 9:50: Generating a sine wave pattern using mathematical operations. 17. 10:49: Adjusting the Y-axis to visualize full sine waves, including negative values. 18. 11:25: Applying sine waves to different objects using their UV maps. 19. 11:59: Using clamp settings in nodes to limit values within a range. 20. 12:12: Using the distance formula to create a circular shape. 21. 13:22: Applying sine functions on circular patterns for complex designs. 22. 14:10: Using frame-based animations to make patterns dynamic. 23. 14:23: Grouping nodes to streamline complex operations. 24. 15:01: Making a sonar-like pattern using combined math functions. 25. 15:34: Adjusting coordinates to place specific shapes as sonar targets. 26. 16:09: Setting up independent inputs to control multiple objects separately. 27. 16:22: Creating unique targets with independent X and Y values. 28. 16:45: Using math nodes like "greater than" to refine sonar targets. 29. 17:32: Preventing overlapping areas from becoming too bright by setting limits. 30. 18:05: Making target points fade and move over time. 31. 19:05: Introducing polar coordinates to create a rotating scan effect. 32. 20:06: Using arctangent functions to calculate angles for rotating sweeps. 33. 21:06: Aligning rotation from the center by shifting UVs. 34. 23:00: Remapping angles beyond 2π for continuous rotation. 35. 24:11: Resetting angles from 0 to 2π for consistent animation. 36. 24:34: Using fraction to loop angles between 0 and 2π, creating continuous rotation. 37. 25:19: Grouping complex node setups for cleaner organization. 38. 26:05: Using vectors to apply colors dynamically, controlling sonar appearance. 39. 26:39: Switching to 3D by using normal coordinates to create depth in shaders. 40. 27:03: Using normal coordinates to simulate effects like moss accumulation on surfaces. 41. 28:16: Using dot product to find angles for surfaces facing specific directions. 42. 29:03: Visualizing dot product results on a curved surface to detect orientation. 43. 30:26: Using mix nodes to blend colors based on surface orientation (e.g., dirt on the bottom, moss on top). 44. 31:33: Adjusting dot products for shading based on any direction (e.g., X or Y axes). 45. 31:44: Using the camera's position to determine outlines based on angles facing away from the camera. 46. 32:30: Calculating vectors from the camera to surface points explicitly for more control. 47. 32:54: Using the geometry node to capture shading points and determine camera-to-surface vectors. 48. 33:54: Applying the dot product to find areas facing the camera, achieving a basic outline effect. 49. 34:40: Enhancing shading contrast with the color ramp to adjust the mix between moss and dirt. 50. 35:14: Using RGB curves for precise control over color transitions. 51. 35:49: Introducing noise textures to add realistic detail without modeling. 52. 36:24: Explanation of generated coordinates for placing textures within a 3D bounding box. 53. 37:20: Using dot product and noise texture together to create realistic moss and dirt effects. 54. 37:55: Mixing color nodes to integrate moss detail with noise textures. 55. 39:15: Fine-tuning scale, detail, and roughness for customized noise patterns. 56. 40:15: Applying procedural material to different objects, including a Minecraft-like block example. 57. 40:27: Adding bevels to edges to simulate material bleed over edges. 58. 40:51: Identifying stretching issues in textures on elongated axes and their effect on generated coordinates. 59. 41:16: Switching from generated coordinates to object coordinates to prevent texture stretching. 60. 41:40: Fixing object scaling effects on coordinates by applying scale in Blender. 61. 42:04: Explanation of BSDF shaders and how they interact with lighting in Cycles. 62. 42:15: Manually creating a shader that responds to light direction using the dot product. 63. 43:02: Setting up dot product between surface normals and light direction for realistic shading. 64. 44:48: Using drivers to link light position dynamically to the shader’s light vector. 65. 46:07: Implementing the inverse square law to make light dim with distance. 66. 47:56: Multiplying light distance and angle to achieve realistic shading and shadowing. 67. 48:20: Adding drivers to control light intensity directly through the shader setup. 68. 49:29: Using shade smooth to soften light on faceted geometry. 69. 49:41: Implementing ambient lighting to simulate environmental light for a more realistic look. 70. 59:31: Adding a bump node to convert noise into normal information, simulating texture depth on flat surfaces. 71. 1:00:18: Faking a rocky surface by adjusting normals to add shading variations based on light direction. 72. 1:00:54: Explanation of using tangent lines to approximate normal direction on uneven surfaces. 73. 1:02:06: Using rise-over-run calculations to create realistic normal maps from height variations. 74. 1:02:53: Extending normal map creation to 3D, using sampling in X and Y directions. 75. 1:04:12: Combining X and Y samples to approximate the surface’s 3D slope for realistic shading. 76. 1:06:13: Adding the Z component to the calculated normals to simulate surface depth. 77. 1:07:04: Using additional Z-axis sampling to account for surfaces with varying slopes, like spheres. 78. 1:08:19: Organizing the normal map setup into a node group for easier management and reuse. 79. 1:08:55: Applying custom normal maps to BSDF for more dynamic light response. 80. 1:09:18: Scaling normal intensity to control the subtlety of added details. 81. 1:09:41: Applying the normal maps to various 3D objects to achieve more realistic shading. 82. 1:10:14: Explanation of Blender’s bump node to simplify height map adjustments. 83. 1:11:01: Ensuring normal vectors are normalized to avoid shading artifacts. 84. 1:11:23: Testing wave texture to create structured patterns like ridges. 85. 1:11:59: Comparing Blender’s built-in BSDF shader with the custom BSDF created in the tutorial. 86. 1:12:57: Using HDRI images for realistic environmental reflections. 87. 1:14:04: Using the Incoming vector node to simulate reflections based on camera view. 88. 1:15:25: Applying a noise texture for reflections to simulate a mirrored surface. 89. 1:16:49: Using an environment texture (HDRI) with reflection coordinates for realistic object reflections. 90. 1:17:48: Integrating environment reflections into the BSDF shader for a more immersive look. 91. 1:18:00: Introducing a custom color tint for reflections to blend with the base color. 92. 1:18:45: Using Fresnel to control reflection intensity based on the viewing angle. 93. 1:20:32: Adjusting reflectivity for different materials (e.g., water, glass) using index of refraction values. 94. 1:21:08: Emulating rough surfaces by blurring reflections, adding realism to textures. 95. 1:22:34: Using white noise to sample multiple directions, creating a blurred effect for rough surfaces. 96. 1:23:44: Mapping sampling range to avoid shifting reflections off-center, keeping blur consistent. 97. 1:24:32: Organizing blur setup into a node group for easier application to various textures. 98. 1:25:09: Blurring reflection textures based on roughness for more controlled reflections. 99. 1:25:46: Adding a reflectivity slider to control the strength of reflections, enhancing materials like metal. 100. 1:26:44: Recap of shader techniques covered, from value nodes and vector math to creating a custom BSDF shader with reflections.
From zero to hero at 2x speed outline...: 0:01. Shaders from nothing, the basics, numbers and vectors... 5:37. Skill Share promotion and limited offer... 6:53. Texture coordinates, math and a radar/sonar shader... 26:38. Vector math to add moss, grunge and dirt or whatever... 41:53. Fake custom BSDF... sort of... 58:39. Custom normal mapping and fake bumpy textural something... 1:12:37. Reflectivity... kind of... I mean, you can't get better than that... 1:26:35. Recap and invitation to beg for 2nd part... 1:27:42. The man puts his hood on and fades into mystery to create the best tutorials of all time...
I was always intimidated by shader nodes, but I took a day to replicate a material I found IRL and found it to be quite fun! There's so many ways to do the same thing. Plus you run into so many "Ooooh" moments when you realize why something looks a certain way.
I learned a lot from you three years ago. However, I gave up on Blender and focused on 2D work due to my lack of free time. Last month, I started 3D again, and all the information I learned from you came rushing back. It's great to see that there are still people in the design domain who continue to give so much. All the love and support to you 🙏🙏
Wow, nicely put together. I usually tend to play vids on 2x speed but in this case, it's kinda insane :P So much info, I kinda understand following along but it goes so quickly, there's actually a lot to review and practice. But with a lot of patience, and just THIS ONE video is enough to get you somewhere, anywhere but where you are right now :P
As someone with a physics background, this is exactly what I’ve been needing!! I’ve been super confused with these shaders and now it’s so simple, and I’m only 4 minutes in lmao.
Also I'm not exactly sure why, but I can only get the same graphic representations on the cube that you explain in the video @7:00 onwards using the generate (as opposed to UV) port from the texture coordinate plugged into vector on the separate xyz, it matches perfectly though otherwise.
This is the only style of tutorial that can keep my ADHD brain somehow fully engaged from start to finish lol. Also as someone doing a masters in physics at university, it also tickled me in some extra spots. I'd definitely love a part 2, or even better, a zero to hero video for geometry nodes
Thanks you for making that video. I've been busy with my day job (3D modeler) and doesn't have time to learn coordinate thingy. Learning new things in blender is my personal therapy session. It make me satisfied. It's good you speed it up. I'm in the bed now but i watched the video. I won't watch it if it's not speed up. Gotta go to work next morning. But some people might not like fast video.
1:25:02 woah thats because every pixel is being moved the same amount but in a random direction (same radius random angle gives points on a circle) i just watched a video earlier today about creating cameras in blender from camera patents and things are clicking in my head rn. i had never noticed this quirk of the usual shader node blur hack and its never been a problem for me but im gonna see if i can make myself a shader node gaussian blur for future use
at 8:56 you asked for the curve name. as the value v = x.y and you keep it constant to get a function y depending on x, you can rearrange the equation: y = v/x which is y = v*(1/x) and (1/x) which is called hyperpola. you could plot such lines for many values v_i which would lead to an isoline plot consisting of many hyperbolas. Edit: hehe - 5s later you made the plot. sry.
4:10 sin(x+pi) is not cosx however! sin(x+ pi/2) is actually cosx but! sin(x+pi) on top of a graph with sinx will result in a perfect sync! where the values are in a DNA shape sort of
Did you have any success with thin film input in 4.2? I tried looking at physical properties of gasoline spilled onto asphalt (320-640 nm thickness of thin film, 1.501 IOR) and it doesn't seem to give any result when I plug something like noise texture to mark the different thickness with map range node after it. It works with like double IOR, I start to see some rainbows, but I would assume that physically correct way is the whole intention of this new input and I must be doing something wrong
Thanks for the most useful tutorial on YT. Ill be back to watch the rest of it later but for now, I gotta go mop my brain off the floor because you melted it
I was literally JUST looking for a shader course to get back into blender with before I sat down to take a 💩- now I’m on the toilet scrolling and would you look at that.👀🙌
I've been looking for a node that creates a shadowmap, is that in blender? Basically, everywhere a lightray hits is 1, everywhere it doesn't is 0. I need it as a map because I wanted to create faux UV fluorescent effects. That way I can plugin an emissions shader everywhere the mask is 1, where a light source hits the object
I do enjoy your teaching style, even if I don't always understand. 😊 Can you do the same with the text node in Geo nodes? I would love to understand how its built, especially with regards to distance between letters.
I made the circle using same maths nodes in Unreal Engine. But it didn't give the expected result. Square root of x^2 + y^2 equation not work in Unreal Engine. What is the reason as you think ?
I am someho currently failing to make this sinewave as an grayscale UV (stripes) where the -1 is black and +1 is white. I did the map rangen node, but it still shows me black from -1 to 0 and then start gradual shading from 0 to 1. Does someone has a hint? kind regards
I recently learned about ShaderToy, and that's how I found out why the X,Y,Z object cordinates are represented using red, green/yellow and blue tones : |
Sir. This is not a tutorial, it is a lecture. And it shows:"Why do I need math?" - this is why :) Your lecture need already a higher education level (vector analysis, trigonometry) and it is actually graphical coding as done in matlab/simulink. What I really miss is differential calculus. having derivatives in space and time. edge detection is now far to complicated with edge angle geometry node...
actually RUclips put a speed controler so that you can speed up or slow down at will.. but if the standar is already too fast, well you finish to watch that in a very poor quality way :( pff
for the next step i recommend looking into refraction and what it means for light to bend! - btw 2x speed to save time
The first 500 people to use my link skl.sh/cgmatter06241 will get a 1 month free trial of Skillshare premium!
do you have videos on those?
CGMATTER is known for his blender knowledge as well as sarcasm. if set to 2X we hear voice but not words. It is like setting up Eminem song in 2X. 😆
Love the video. Can you do the same for geo nodes pls ?
i thought youtube added the x0.75 and x0.5 buttons as some kind of joke
they didn't - sometimes you need them :-)
Hell is real , you should believe in Jesus, is a favor trust me.
When she said her parents aren't home, invited you over and you quickly have to finish your tutorial for the day.
😂😂😂
except ive been teaching her shader nodes so actually i can continue the tutorial at her place (true story)
When I try to explain Shader Nodes to my friends, I usually say 'it is like creating sentences, and with those sentences, creating a paragraph with the node groups. It is like adding nouns, verbs, etc.' But bro, you wrote a poem right here.
i love this
I expected the beginner portion to last longer than 1:13 .... very good explanations :)
When a legend comments a legend 😂🫶🏻
your videos are awesome
We are waiting for your videos please upload frequently
Came for a blender tutorial, left with a math degree. Thanks
Me at school: ‘I’m not going to pay attention to math, I’ll never need it - I’m gonna be an artist’
Me 20 years later: “doh!”
@@NeilMyatt me + 1 😅
@@NeilMyattI was talking about it to my friend while watching this 😭 “I want to do art why so much math”
This is here so I can come back anytime to review, but feel free to explore it too!
1. 0:00: Explanation of the video purpose and goal to teach Shader nodes in Blender quickly.
2. 0:11: How to navigate to the shading workspace in Blender and assign materials to objects.
3. 0:45: Understanding the default node setup, using *Principled BSDF*, and linking nodes to affect the object's appearance.
4. 1:08: Using value nodes to adjust brightness, and how values like `0` for black and `1` for white control lightness.
5. 1:20: Overview of the Node Wrangler add-on for easier node management.
6. 2:08: Combining values with math nodes (addition, subtraction) and creating patterns using sine and cosine functions.
7. 2:44: Introduction to RGB nodes for creating colors and working with values representing color channels.
8. 3:19: Explanation of vectors in shaders, including setting values for X, Y, and Z to influence shader colors and patterns.
9. 4:17: Using frame numbers to animate shaders over time, adding expressions for frame-based animations.
10. 4:53: Further exploration of the vector math node to add, subtract, and combine vectors for customized effects.
11. 5:30: Introduction to gradients and how to create patterns on specific object areas using UV coordinates.
12. 5:40: Sponsored segment discussing Skillshare and its educational content related to Blender and 3D design.
13. 7:01: How to use the texture coordinate node for mapping UV coordinates, understanding the X and Y axes in shading, and editing UVs.
14. 8:13: Separating X, Y, and Z values in vector nodes to explore their individual effects.
15. 8:49: Using operations like multiply and compare to create patterns.
16. 9:50: Generating a sine wave pattern using mathematical operations.
17. 10:49: Adjusting the Y-axis to visualize full sine waves, including negative values.
18. 11:25: Applying sine waves to different objects using their UV maps.
19. 11:59: Using clamp settings in nodes to limit values within a range.
20. 12:12: Using the distance formula to create a circular shape.
21. 13:22: Applying sine functions on circular patterns for complex designs.
22. 14:10: Using frame-based animations to make patterns dynamic.
23. 14:23: Grouping nodes to streamline complex operations.
24. 15:01: Making a sonar-like pattern using combined math functions.
25. 15:34: Adjusting coordinates to place specific shapes as sonar targets.
26. 16:09: Setting up independent inputs to control multiple objects separately.
27. 16:22: Creating unique targets with independent X and Y values.
28. 16:45: Using math nodes like "greater than" to refine sonar targets.
29. 17:32: Preventing overlapping areas from becoming too bright by setting limits.
30. 18:05: Making target points fade and move over time.
31. 19:05: Introducing polar coordinates to create a rotating scan effect.
32. 20:06: Using arctangent functions to calculate angles for rotating sweeps.
33. 21:06: Aligning rotation from the center by shifting UVs.
34. 23:00: Remapping angles beyond 2π for continuous rotation.
35. 24:11: Resetting angles from 0 to 2π for consistent animation.
36. 24:34: Using fraction to loop angles between 0 and 2π, creating continuous rotation.
37. 25:19: Grouping complex node setups for cleaner organization.
38. 26:05: Using vectors to apply colors dynamically, controlling sonar appearance.
39. 26:39: Switching to 3D by using normal coordinates to create depth in shaders.
40. 27:03: Using normal coordinates to simulate effects like moss accumulation on surfaces.
41. 28:16: Using dot product to find angles for surfaces facing specific directions.
42. 29:03: Visualizing dot product results on a curved surface to detect orientation.
43. 30:26: Using mix nodes to blend colors based on surface orientation (e.g., dirt on the bottom, moss on top).
44. 31:33: Adjusting dot products for shading based on any direction (e.g., X or Y axes).
45. 31:44: Using the camera's position to determine outlines based on angles facing away from the camera.
46. 32:30: Calculating vectors from the camera to surface points explicitly for more control.
47. 32:54: Using the geometry node to capture shading points and determine camera-to-surface vectors.
48. 33:54: Applying the dot product to find areas facing the camera, achieving a basic outline effect.
49. 34:40: Enhancing shading contrast with the color ramp to adjust the mix between moss and dirt.
50. 35:14: Using RGB curves for precise control over color transitions.
51. 35:49: Introducing noise textures to add realistic detail without modeling.
52. 36:24: Explanation of generated coordinates for placing textures within a 3D bounding box.
53. 37:20: Using dot product and noise texture together to create realistic moss and dirt effects.
54. 37:55: Mixing color nodes to integrate moss detail with noise textures.
55. 39:15: Fine-tuning scale, detail, and roughness for customized noise patterns.
56. 40:15: Applying procedural material to different objects, including a Minecraft-like block example.
57. 40:27: Adding bevels to edges to simulate material bleed over edges.
58. 40:51: Identifying stretching issues in textures on elongated axes and their effect on generated coordinates.
59. 41:16: Switching from generated coordinates to object coordinates to prevent texture stretching.
60. 41:40: Fixing object scaling effects on coordinates by applying scale in Blender.
61. 42:04: Explanation of BSDF shaders and how they interact with lighting in Cycles.
62. 42:15: Manually creating a shader that responds to light direction using the dot product.
63. 43:02: Setting up dot product between surface normals and light direction for realistic shading.
64. 44:48: Using drivers to link light position dynamically to the shader’s light vector.
65. 46:07: Implementing the inverse square law to make light dim with distance.
66. 47:56: Multiplying light distance and angle to achieve realistic shading and shadowing.
67. 48:20: Adding drivers to control light intensity directly through the shader setup.
68. 49:29: Using shade smooth to soften light on faceted geometry.
69. 49:41: Implementing ambient lighting to simulate environmental light for a more realistic look.
70. 59:31: Adding a bump node to convert noise into normal information, simulating texture depth on flat surfaces.
71. 1:00:18: Faking a rocky surface by adjusting normals to add shading variations based on light direction.
72. 1:00:54: Explanation of using tangent lines to approximate normal direction on uneven surfaces.
73. 1:02:06: Using rise-over-run calculations to create realistic normal maps from height variations.
74. 1:02:53: Extending normal map creation to 3D, using sampling in X and Y directions.
75. 1:04:12: Combining X and Y samples to approximate the surface’s 3D slope for realistic shading.
76. 1:06:13: Adding the Z component to the calculated normals to simulate surface depth.
77. 1:07:04: Using additional Z-axis sampling to account for surfaces with varying slopes, like spheres.
78. 1:08:19: Organizing the normal map setup into a node group for easier management and reuse.
79. 1:08:55: Applying custom normal maps to BSDF for more dynamic light response.
80. 1:09:18: Scaling normal intensity to control the subtlety of added details.
81. 1:09:41: Applying the normal maps to various 3D objects to achieve more realistic shading.
82. 1:10:14: Explanation of Blender’s bump node to simplify height map adjustments.
83. 1:11:01: Ensuring normal vectors are normalized to avoid shading artifacts.
84. 1:11:23: Testing wave texture to create structured patterns like ridges.
85. 1:11:59: Comparing Blender’s built-in BSDF shader with the custom BSDF created in the tutorial.
86. 1:12:57: Using HDRI images for realistic environmental reflections.
87. 1:14:04: Using the Incoming vector node to simulate reflections based on camera view.
88. 1:15:25: Applying a noise texture for reflections to simulate a mirrored surface.
89. 1:16:49: Using an environment texture (HDRI) with reflection coordinates for realistic object reflections.
90. 1:17:48: Integrating environment reflections into the BSDF shader for a more immersive look.
91. 1:18:00: Introducing a custom color tint for reflections to blend with the base color.
92. 1:18:45: Using Fresnel to control reflection intensity based on the viewing angle.
93. 1:20:32: Adjusting reflectivity for different materials (e.g., water, glass) using index of refraction values.
94. 1:21:08: Emulating rough surfaces by blurring reflections, adding realism to textures.
95. 1:22:34: Using white noise to sample multiple directions, creating a blurred effect for rough surfaces.
96. 1:23:44: Mapping sampling range to avoid shifting reflections off-center, keeping blur consistent.
97. 1:24:32: Organizing blur setup into a node group for easier application to various textures.
98. 1:25:09: Blurring reflection textures based on roughness for more controlled reflections.
99. 1:25:46: Adding a reflectivity slider to control the strength of reflections, enhancing materials like metal.
100. 1:26:44: Recap of shader techniques covered, from value nodes and vector math to creating a custom BSDF shader with reflections.
Your channel is the only one all over the internet that I need to play at 0.5x 😀Anywyy, fantastic job, thank you so much!
From zero to hero at 2x speed outline...:
0:01. Shaders from nothing, the basics, numbers and vectors...
5:37. Skill Share promotion and limited offer...
6:53. Texture coordinates, math and a radar/sonar shader...
26:38. Vector math to add moss, grunge and dirt or whatever...
41:53. Fake custom BSDF... sort of...
58:39. Custom normal mapping and fake bumpy textural something...
1:12:37. Reflectivity... kind of... I mean, you can't get better than that...
1:26:35. Recap and invitation to beg for 2nd part...
1:27:42. The man puts his hood on and fades into mystery to create the best tutorials of all time...
Bro I will thank you later😢
I was always intimidated by shader nodes, but I took a day to replicate a material I found IRL and found it to be quite fun! There's so many ways to do the same thing. Plus you run into so many "Ooooh" moments when you realize why something looks a certain way.
I learned a lot from you three years ago. However, I gave up on Blender and focused on 2D work due to my lack of free time. Last month, I started 3D again, and all the information I learned from you came rushing back. It's great to see that there are still people in the design domain who continue to give so much. All the love and support to you 🙏🙏
this is amazing for stylized shading building it from the ground up, I hope we get more tutorials like this!!
Bro casually woke up and dropped this bomb :3
Literally the best shader node video ive ever seen.
I think you and Erindale are the two cleverest blenderers ever!
for some strange reason I never thought about nodes actually being math in blender. 😅 This actually blew my mind and helped a lot! Thanks :3
Wow, nicely put together. I usually tend to play vids on 2x speed but in this case, it's kinda insane :P
So much info, I kinda understand following along but it goes so quickly, there's actually a lot to review and practice. But with a lot of patience, and just THIS ONE video is enough to get you somewhere, anywhere but where you are right now :P
As someone with a physics background, this is exactly what I’ve been needing!! I’ve been super confused with these shaders and now it’s so simple, and I’m only 4 minutes in lmao.
Also I'm not exactly sure why, but I can only get the same graphic representations on the cube that you explain in the video @7:00 onwards using the generate (as opposed to UV) port from the texture coordinate plugged into vector on the separate xyz, it matches perfectly though otherwise.
Update: incase anyones reading this, I needed to UV Unwarp the cube and position it to get the curvature right.
-« Wait, it’s all math ? » -« Always has been… »
MOVIE NIGHT!!!!!!!!!!!
Was waiting for this soo long
I keep coming back to this. Such a great resource - thanks again! ❤❤
Watching this at 2x speed as per tradition 🤯🤯🤯🤯
mad lad
crazy how at 13:44 when you mute the extra periodicity, the extra circles remain burned into my vision.
Knowledge is like water, flowing through my brain.
And now geometry nodes in 2 hours. 😂
But didn't he already made one ?
@@sobreaver Uhh, do you have a link?
@@juliaalder20072
@@sobreaver sauce?
brilliant, this is going to help me a lot. Thanks!
THE most awesome tutorial on shaders. You're the man!
thank God I happened to discover this video! Much appreciate CGMatter share the knowledge
thank you, i love to learn math from you
I just snapped out of a trance after watching the first 20 minutes on 2x speed 🤣
What a zeal to teach... Salute you shader master🫡👏
man, you make amazing content. this is top shelf.
I knew this video would be awesome even before I opened it, but I didn't expect it to be this incredible.👍
Amazing video! Imagine someone new to blender come here and say "bro this software is way harder than .... for a material I need a week bro!"
This is the only style of tutorial that can keep my ADHD brain somehow fully engaged from start to finish lol. Also as someone doing a masters in physics at university, it also tickled me in some extra spots. I'd definitely love a part 2, or even better, a zero to hero video for geometry nodes
I will put fraction node so i can repeat this art 🎨
Again from 0 towards 1:17:48
this is insanity , i love it
Omg yayyy I’m gonna watch this in its entirety even tho I’m on the clock
50:00 Replace "add" with "Absolute". It is magic ;)
Positive values illuminate the interior of the sphere
Thanks you for making that video.
I've been busy with my day job (3D modeler)
and doesn't have time to learn coordinate thingy.
Learning new things in blender is my personal therapy session.
It make me satisfied. It's good you speed it up.
I'm in the bed now but i watched the video.
I won't watch it if it's not speed up.
Gotta go to work next morning.
But some people might not like fast video.
🤯 Mind. Blown. 👏 👏 👏
Dude really awesome 👏 like always thanks for posting it. I learned a lot every time. 😃😄👏👍
1:21:45 for some reason it was kinda impressive how quickly he decided what to call that other colour
1:25:02 woah thats because every pixel is being moved the same amount but in a random direction (same radius random angle gives points on a circle) i just watched a video earlier today about creating cameras in blender from camera patents and things are clicking in my head rn. i had never noticed this quirk of the usual shader node blur hack and its never been a problem for me but im gonna see if i can make myself a shader node gaussian blur for future use
Amazing video! I would love to see it about Geometry Nodes, from 0 to Hero!
ditto
at 8:56 you asked for the curve name. as the value v = x.y and you keep it constant to get a function y depending on x, you can rearrange the equation: y = v/x which is y = v*(1/x) and (1/x) which is called hyperpola. you could plot such lines for many values v_i which would lead to an isoline plot consisting of many hyperbolas. Edit: hehe - 5s later you made the plot. sry.
that is sooo good wow
you are a king
huh... my teacher was right... i am gonna use the Pythagorean theorem when im an adult
😂😂😂
4:10
sin(x+pi) is not cosx
however!
sin(x+ pi/2) is actually cosx
but!
sin(x+pi) on top of a graph with sinx
will result in a perfect sync! where the values are in a DNA shape sort of
Great tutorial! So much information! Would be great if the video was indexed, so it was easier to go back and find the different sections.
Did you have any success with thin film input in 4.2? I tried looking at physical properties of gasoline spilled onto asphalt (320-640 nm thickness of thin film, 1.501 IOR) and it doesn't seem to give any result when I plug something like noise texture to mark the different thickness with map range node after it. It works with like double IOR, I start to see some rainbows, but I would assume that physically correct way is the whole intention of this new input and I must be doing something wrong
Thanks for the most useful tutorial on YT.
Ill be back to watch the rest of it later but for now, I gotta go mop my brain off the floor because you melted it
I wish other RUclipsrs would do stuff at this speed - it makes it so much easier to absorb info quickly! Thx dude
lol.. what a joker
@@samduss4193i wasn’t actually being sarcastic- unusual for me 😂 i am 100% serious - this format works for me. there’s always a pause button…
@@NeilMyatt u know there is a speed option right?
this is gold
This is epic
i lovehow this comes packaged with a basic explanation of derivative calculus LOL
Man, I wish I had this 3 years ago.
love ur vids, did yu run through all america as u wanted to? i remember something like that on ur channel
bro is getting closer every day to playing Minecraft on the shader editor
I was literally JUST looking for a shader course to get back into blender with before I sat down to take a 💩- now I’m on the toilet scrolling and would you look at that.👀🙌
The end result looks a lot like how like Blender Internal looks back in the day.
Epic thumbnail!
Make a detailed series on shader nodes. ❤❤
Blender tutorial ❌
Math tutorial ✅
😂😂
I've been looking for a node that creates a shadowmap, is that in blender? Basically, everywhere a lightray hits is 1, everywhere it doesn't is 0. I need it as a map because I wanted to create faux UV fluorescent effects. That way I can plugin an emissions shader everywhere the mask is 1, where a light source hits the object
I do enjoy your teaching style, even if I don't always understand. 😊
Can you do the same with the text node in Geo nodes? I would love to understand how its built, especially with regards to distance between letters.
Can you create eye shader using nodes setup in blender like the on in unreal. A real time eye shader with Iris refraction
I’m curious how you learned all this. What’s your background?
man i bought that book u made just for u to release this
Oh my god my adhd let me watch a full tutorial for the first time!
6:53 texture coordinate node
9:07 😵💫😵💫
and now the same thing for geo nodes pls :D
I made the circle using same maths nodes in Unreal Engine. But it didn't give the expected result. Square root of x^2 + y^2 equation not work in Unreal Engine. What is the reason as you think ?
Nice speed, It's hard to keep up with slow and easy.
It's more interesting when it is fast and easy.
Math flex; I'm here for it.
Sweet!
Danggg thx
arrrrg the bump map not being plugged into the reflection normals bothers me
Amazing Video
Good job love ya cg matter !
Watching this in .75 Playback speed 😊 😊
Same here. 😂
Incrivel !!!! parabens !!!
I am someho currently failing to make this sinewave as an grayscale UV (stripes) where the -1 is black and +1 is white. I did the map rangen node, but it still shows me black from -1 to 0 and then start gradual shading from 0 to 1. Does someone has a hint? kind regards
you know shit's real if the tutorial is sped up for you
Very useful but now I need to take a math course because I forgot all of that.
my brain is expanding
8:50 Ah this could be great for masks! 😮
I recently learned about ShaderToy, and that's how I found out why the X,Y,Z object cordinates are represented using red, green/yellow and blue tones : |
2:24 I don't know those 😢
This tutorial is so sick I just wish I was smart enough for it. Lol.
Sir. This is not a tutorial, it is a lecture. And it shows:"Why do I need math?" - this is why :) Your lecture need already a higher education level (vector analysis, trigonometry) and it is actually graphical coding as done in matlab/simulink. What I really miss is differential calculus. having derivatives in space and time. edge detection is now far to complicated with edge angle geometry node...
Man I should have paid more attention in my math class
One day I want to use shader nodes for midi mapping and call the track techno bsdf
GeoNodes 2x next? is crazy how after five minutes our brain gets used to the speed.
I thought I had 1.5x speed enabled! Regardless. I think this speed is great. It is very high in density.
"...bacause I say so."
GCMatter
Now I know so many new words
actually RUclips put a speed controler so that you can speed up or slow down at will.. but if the standar is already too fast, well you finish to watch that in a very poor quality way :( pff
sick
you are fckin crazy, love your tutorials 💥💥💥 you remeber me my old friend, he was fckin genius, guess and hope he still is.
الجملة المصححة هي:
😏Don't make it hard for others😑😑😑. ...just change the numbers until you like the results, and this is the art... by the way