I would love to see a tutorial on how to make a brick and probably a wooden floor texture sort of textures. I use the wooden floorings a lot in my render and I use image textures so it would be really handy to have my own procedural shaders for the same.
Not a texture request but in the intro's to some of your tutorials you've added sound fx & that really brings the animation together as a finished product. So, maybe a tutorial on where you download your sound fx from & how to sync them to animations would be really helpful for those of us that want to take our animations to the next level. 👍🏼🦘
Beautiful tile work! If you're up for a very big challenge, how about replacing the wall tile with old distressed wood with peeling paint. Between 6:14 and 9:00 on Blender Guru's recent abandoned house tutorial he describes exactly what I'm talking about except his approach is very complicated (and understandably so). I realize this might be quite difficult to pull off and I don't expect his results can be fully matched using only procedural nodes. However, if you could even come close I believe you'll be a Blender community hero. I would very gladly pay $10-$20 for a shader setup that could generate something similar.
01:52 You can plug this in very quiclky by pressing ALT then right clic and drag from the displacement node to the material output (Node Wrangler addon activated ofc). (Works for all nodes, but sometimes it choses the wrong socket)
Thanks for tutorial. How can we change seam mortar color and sill keep it rough/matte? When I unplug fac-socket from Brick Texture node the seam color can be changed but then it just follows the overall roughness of tiles.
You'd need to create a separate map for the roughness. So just use the same way you're controlling it now, but also use a different map for the color of the mortar.
I'm having a weird result when i set the final colormix to black on the normal chain! It's turning the mortar completely black rather than just removing the roughness from the normal. Any ideas why? I've looked over all the nodes and cant find the difference!
From what I can tell there's been some issues with normals in Blender since 4.0. I have several materials that are now completely black whenever I plug in the normals. I'm not sure yet what causes it and how to fix it... sorry
Because it needs displacement to work really good. And displacement can only be achieved if you have enough subdivisions to work with. So always try adding a subdivision modifier to objects and up the level.
I just finished the tutorial but I can't figure out how you slide the tiles horizontally so its in a square grid pattern like you showed in the animation in the end of the video(10:55). How would I do this?
Really good texture tutorial, i didn't even know you could set it up like that in the end, however, i don't know how to transfer it from one project to another. When i try to copy and paste it elsewhere it says i have missing data blocks.
Easiest would be to combine the entire thing in one node group. Select all the nodes (excluding the output node) and hit CTRL+G to group them. YOu can now set up the group and then it's as simple as just copying that group to any project and using it. But you can also add it to your asset browser as a material. Just click and drag the material inside of your asset browser and it should work for you to basically drag and drop it on any object.
Hey, great tutorial! I would like to know how can I put this material in a normal cube if I want to. Like I'm working in a pool scene, but it simply are a extrude in a cube pool. So I just want to put these tiles on the wall of the pool and on the wall around...but it doesnt work when I click displacement and bump because the walls get a different form, I dont know how it works lol
Haha I can imagine. Displacement is not easy to work with. So what you want to do is you want to make sure you have data to work with. Since you used a cube for the pool, it only has a couple of faces. The displacement will try to displace them, but since there is nothing to work with it will give a weird result. So TLDR; just go into edit mode, press A to select all, right click and subdivide a couple of times. After that add in a subdiv modifier and set it to simple! This should get you in the right direction for it to look good 👍🏻
Great video! Beginner friendly and easy to follow. I have one small issue. On exact same sphere bricks were looking completely fine, altho when I've tried to put it on flat surface around 5mx5m, texture begin to curve a bit in one point. After rotating the mesh it still remains on it's place.
That might be due to which texture coordinate you're using. Make sure you're using UV coordinates so it works on any object (if unwrapped atleast). Hope that helps!
Not sure if you still read comments, but how do you get the preview you have on the left in 3.0 now? Been searching and everything is from at least a year or more ago. Like MixRGB now just an option in the Mix when you select color from the dropdown.
The preview is nothing more than just another window I dragged in and set to rendered view, sized it up nicely and removed overlays. It’s basically a custom workspace!
Hi! Does anyone know how to make this tileable? i mean, it doesn't work well with array of planes and it would be nice to use this texture outside blender.
You can make this tileable pretty easily actually! Just need to make sure 2 things happen. 1) Make sure both the main and secondary colors are the exact same, so there's no color difference and 2) make sure you use a round number for the Scale. Something like 1,2,3,4,5 etc.
Hello Kaizen! I'm doing procedural materials with this tutorial by days but there is one thing i can't fully understand: why my displacement map isn't even? it distort my bricks at various heights. I tried ticking everything but it simply doesn't behave like yours. I tried doing something but nothing to do
Usyually when something goes wrong with displacement it's an issue with the geometry. Try adding more geometry for the shader to work with. Either add a subdivision modifier or simply add more in edit mode. Hopefully that works!
@@KaizenTutorials Thanks for your reply! It helped but I was at work and my question was roughly explained: the real problem is that my displacement map (value of ~0.08) displace tiles casually at different heights (like a mini world sorrounded by all different buildings). Another odd thing I just discovered while typing this comment is that even if my brick height and brick width are the same value they doesn't form squared tiles. From Blender 3.3
Oh the default output for the brick texture has color variations (grey value) that causes this. Just convert it to pure black and white using a colorramp set to constant :-)
I have a material I need and is it possible to bring in a photo and or normal and displacement maps and plug it into the material and still have it be seamless and procedural? I think the most realistic outcome is bringing in a photo of the real tiles but I'm having trouble figuring it out in blender.
You can do that yeah, but you'll have to 'mask' the edges to get a good result. It's still not the best solution though for seamless stuff as you'll always get repetition and our eyes are great at spotting this.
good tutorial, although why does the texture not show a picture preview in the new 3.0 asset library? im afraid it could be hard to find down the line xD
Thank you! That sounds strange… I have added it to my asset browser and it has a thumbnail (automatically generated) so I’m not sure what’s happening in your case!
@@KaizenTutorials Great. That's helpful. I have one more question. I am trying to make a group of objects - each with a different colour tile on them. I have copied the procedural material in the material tab and altered it but they don't seem to be able to be applied. Do you have any advice? Thanks.
@@KaizenTutorials are you able to help me to apply these - I am completely stuck. I have managed to do one but the others are not attaching to the objects which are just matt. I can't get the tiles onto them. Thanks, Clare
Hey Kai, thanks to you I made my first PBR material and I've also added my first asset to the asset browser! However, I need a little help. I'm using the shader on a plane [acting as a wall] I've simply dragged and dropped the material from the asset browser and onto the plane. It looks great but I want to increase the DEPTH of the mortars so that the tile looks more "bevelled" right now its kinda looking too sharp around the edges. How do I do that? I haven't subdivided or done anything to the plane. For context I'm making a product render where the product is placed on the a tiled environment.
Great to hear! I think you'll just need more geometry. This will make it smoother. You can change the mortar smoothness in the node but it doesnt do much if the displacement has no geometry to work with. So add a subdivision surface modifier, crank it up and sit it to simple and it should look good. Then after you can increase/decrease the mortar smoothness to your liking.
Ooh that might be a bit harder but you could do it by taking another brick texture and using it as a mask on a mix rgb node so you can add more colors.
Hi Peter, thanks for your purchase! Mind sharing via e-mail exactly what is happening? That’ll help me tackle the issue better. You can send your mail to kaizentutorials@gmail.com
That's probably to do with the amount of subdivision (dicing) you have in the experimental subdivision. Try setting the Dicing scale lower (0.1-0.2) depending on what your computer can handle you can ho even lower if you'd like.
@@SG-bh7cz aah ok that means you probably just needed more proper quad geometry to work with. Still a bit weird though. But if it works with regular subdiv thats fine too
Simple tri-light setup with a back light, rim light and key light. No HDRI I believe! And if I did its probably an interior one from polyhaven with a very low strength!
I've done all the steps. For the most part it turned out pretty well, however there is a weird spikey displacement going on with my mortar, any guesses on how to fix? Great tutorial btw!!
Thanks! Glad you like it. I'm not entirely sure what's happening with your mortar displacement. It should be flat, considering we're using black values for the mortar displacement. If you want you can send me some screenshots and I'll have a look what's going on! You can send them to kaizentutorials@gmail.com
Just open up the shading workspace. You can then close and open up windows as you see fit. So by rightclicking on the edge between two windows you can close one and by going to the bottom right corner of a window you can click and drag and open up new windows. This is how I ‘created’ this workspace! Hope that makes sense :-)
Oh and I might add that when you get it on the left you can then enter ‘rendered view’ and make sure to disable the overlays with the button which is two circles overlapping (somewhere top right for that specific window). Now you have exactly what I had 👍🏻
Great tutorial, friend! Question, how might I round out the grout, so that the grout is more of a curve rather than the harsh 'v' where the tiles meet. And is it possible to soften the tiles bevel?
Thank you! I think you'll need to experiment with some math and float curve nodes to achieve both of those. Since we're basically talking black and white values here (height map) you can tweak the results oftentimes by adding the right math nodes and sometimes even easier by just using a Float Curve node and tweaking the curve. Hope that helps!
the video is about that? But if you mean how to turn it into an asset.. just right click the material in the material window and select 'mark as asset'.
@@KaizenTutorials im also having an isuse that im not sure if you can help with but adaptive mesh crashes my render but turning it off renders fine (I fixed this by truning off adaptive sub and just subdividing it to 4)
Ah yeah adaptive can be hard on your pc making it run out of gpu memory. So you can either make the dicing scale higher or as youve done just use a regular subdiv with a high number
It does, however the displacement doesn’t. This is a cycles only function! You could bake the textures and load them into a displace modifier in EEVEE though.
When I saw The Nodes These are too much, i just now about mungrave texture, bump, math, principle BSDF, color ramp And its hard to memorise those others how can i memorise all and their works 50+ nodes, works of these and using perfect hard, and in blender there is another scary thing born called geometric nodes its 2x more. i stucked :/ ka1zen you are pro, you made it without help and without help :) 𝒦𝒶𝒾𝓏𝑒𝓃 𝓅𝓇𝑜
Thank you! I get what you mean, but I don't know each node either. I know a lot of them, but mostly by just practicing again and again. Now it's becoming easier and easier! Also I do a lot of trial and error when making a material. You're just getting the correct version presented and not all the mistakes haha
What texture would you like a tutorial on in the future? Let me know and maybe I'll make a tutorial out of it!
I would love to see a tutorial on how to make a brick and probably a wooden floor texture sort of textures.
I use the wooden floorings a lot in my render and I use image textures so it would be really handy to have my own procedural shaders for the same.
Not a texture request but in the intro's to some of your tutorials you've added sound fx & that really brings the animation together as a finished product. So, maybe a tutorial on where you download your sound fx from & how to sync them to animations would be really helpful for those of us that want to take our animations to the next level. 👍🏼🦘
That’s a pretty good idea, although I actually just do this within Premiere, as it’s mainly editing. But maybe I can find a way around that, thanks!
@@KaizenTutorials Hope you can, i'd love to know how & where to download & add sound FX to my animations. 👍🏼🙄
Beautiful tile work! If you're up for a very big challenge, how about replacing the wall tile with old distressed wood with peeling paint. Between 6:14 and 9:00 on Blender Guru's recent abandoned house tutorial he describes exactly what I'm talking about except his approach is very complicated (and understandably so). I realize this might be quite difficult to pull off and I don't expect his results can be fully matched using only procedural nodes. However, if you could even come close I believe you'll be a Blender community hero. I would very gladly pay $10-$20 for a shader setup that could generate something similar.
noise + colorramp to roughness =genius idea!
Thanks!
Looks great!
Thank you! :-D
Great guide. Super fast paced though. I had to constantly pause and go back to keep up.
Thanks and yeah sorry I was still working on getting pacing right at the time haha
Would be a gem to add to my asset browser in 3.0 🤩 Thankyou for this video!
Nice! That’s exactly what I hoped people would do with it 🙌🏻 thanks for watching and commenting again!
Really glad I found your channel earlier this year :)
Thanks mate! 💚
Great tutorial, clearly discribed, well concieved. Thank you.
Thanks! Glad you liked it 🙏🏻
THANK YOU! I was searching for a tile video for so long, very well explained ✨
Appreciate it! Glad you like the video 🙌🏻🙏🏻
This is a good one. Thanks Kaizen
Kaizen tutorials, never fails to impress 👍🏼🦘
Thanks for the kind words again! 🙏🏻
@@KaizenTutorials Always welcome & appreciated. 👍🏼🍻
Man, this is amazing!
Thanks a ton!
01:52 You can plug this in very quiclky by pressing ALT then right clic and drag from the displacement node to the material output (Node Wrangler addon activated ofc).
(Works for all nodes, but sometimes it choses the wrong socket)
Nice, thanks for sharing!
Thank you
amazing tutorial thank you
Thanks!
You did a great job making this so easy to follow along. Thank you so much for this tutorial!!
You are so welcome, thanks!
This is rad. thanks for sharing gonna give this a whirl!
Thanks! Feel free to share what you make with it with me on Instagram 🙌🏻
Thanks. Great and simple tutorial, easy to understand.
Thanks! Glad you liked it 🙌🏻
Thank you very much. Coherent guidance, and useful information
You’re very welcome!
Thanks for tutorial. How can we change seam mortar color and sill keep it rough/matte? When I unplug fac-socket from Brick Texture node the seam color can be changed but then it just follows the overall roughness of tiles.
You'd need to create a separate map for the roughness. So just use the same way you're controlling it now, but also use a different map for the color of the mortar.
I'm having a weird result when i set the final colormix to black on the normal chain! It's turning the mortar completely black rather than just removing the roughness from the normal. Any ideas why? I've looked over all the nodes and cant find the difference!
From what I can tell there's been some issues with normals in Blender since 4.0. I have several materials that are now completely black whenever I plug in the normals. I'm not sure yet what causes it and how to fix it... sorry
This is amazing.. great work
Thanks a lot!
Thank you so much man
You’re very welcome!
thanks man, keep it up
No problem!
Wow! You Have amazing talent❤❤❤❤
Thanks a lot!
Very good tutrial nodes..................👌
Thanks!
Where were you all this time?
Haha I’ve been here in my little corner of Blender tutorials 💪🏻
When i do the node group it says no output node how do I fix this
Maybe you selected the material output aswell? Try to select all the nodes except that one and hit Ctrl + G! Good luck! 🙌🏻
can you export this texture and bring it in as a material in another project? If so, how?
Yes! Check out my video on baking textures.
appreciate it
thank you i saved it
You’re welcome
amazing !
Thank you!
@@KaizenTutorials thank you !🙂
Maybe dumb question but why when I try apply this material to a cube or other objects it looks so different? much more flat and less textured
Because it needs displacement to work really good. And displacement can only be achieved if you have enough subdivisions to work with. So always try adding a subdivision modifier to objects and up the level.
I just finished the tutorial but I can't figure out how you slide the tiles horizontally so its in a square grid pattern like you showed in the animation in the end of the video(10:55). How would I do this?
Nvm I just found out I can change the offset of the brick texture to do this. Thanks for the great tutorial :)
Well done! 🙏🏻
I am new to Blender is there a step-by-step explanation tutorial I can start learning?
Really good texture tutorial, i didn't even know you could set it up like that in the end, however, i don't know how to transfer it from one project to another. When i try to copy and paste it elsewhere it says i have missing data blocks.
Easiest would be to combine the entire thing in one node group. Select all the nodes (excluding the output node) and hit CTRL+G to group them. YOu can now set up the group and then it's as simple as just copying that group to any project and using it. But you can also add it to your asset browser as a material. Just click and drag the material inside of your asset browser and it should work for you to basically drag and drop it on any object.
@@KaizenTutorials I see , this is going to help me a lot now. Thank you very much for such a quick response.
I'm not sure why but on step one when I add the displacement node for some reason my entire sphere turns half the size. Anyone know how to fix this?
That's due to the midlevel value. Try playing around with that.
Hey, great tutorial!
I would like to know how can I put this material in a normal cube if I want to. Like I'm working in a pool scene, but it simply are a extrude in a cube pool. So I just want to put these tiles on the wall of the pool and on the wall around...but it doesnt work when I click displacement and bump because the walls get a different form, I dont know how it works lol
Haha I can imagine. Displacement is not easy to work with. So what you want to do is you want to make sure you have data to work with. Since you used a cube for the pool, it only has a couple of faces. The displacement will try to displace them, but since there is nothing to work with it will give a weird result.
So TLDR; just go into edit mode, press A to select all, right click and subdivide a couple of times. After that add in a subdiv modifier and set it to simple! This should get you in the right direction for it to look good 👍🏻
Thank you so much!! I will try it!
Great video! Beginner friendly and easy to follow. I have one small issue. On exact same sphere bricks were looking completely fine, altho when I've tried to put it on flat surface around 5mx5m, texture begin to curve a bit in one point. After rotating the mesh it still remains on it's place.
That might be due to which texture coordinate you're using. Make sure you're using UV coordinates so it works on any object (if unwrapped atleast). Hope that helps!
@@KaizenTutorials Problem solved! Thanks for the help!
Thank you for the material and video, how can i align the tiles, as in the animation in the end?
That's just using the Tile height, width and scale! :-) You can also do this using the brick texture settings.
Not sure if you still read comments, but how do you get the preview you have on the left in 3.0 now? Been searching and everything is from at least a year or more ago. Like MixRGB now just an option in the Mix when you select color from the dropdown.
The preview is nothing more than just another window I dragged in and set to rendered view, sized it up nicely and removed overlays. It’s basically a custom workspace!
Hi! Does anyone know how to make this tileable? i mean, it doesn't work well with array of planes and it would be nice to use this texture outside blender.
You can make this tileable pretty easily actually! Just need to make sure 2 things happen. 1) Make sure both the main and secondary colors are the exact same, so there's no color difference and 2) make sure you use a round number for the Scale. Something like 1,2,3,4,5 etc.
@@KaizenTutorials oh, thanks!
Hello Kaizen! I'm doing procedural materials with this tutorial by days but there is one thing i can't fully understand: why my displacement map isn't even? it distort my bricks at various heights. I tried ticking everything but it simply doesn't behave like yours. I tried doing something but nothing to do
Usyually when something goes wrong with displacement it's an issue with the geometry. Try adding more geometry for the shader to work with. Either add a subdivision modifier or simply add more in edit mode. Hopefully that works!
@@KaizenTutorials Thanks for your reply! It helped but I was at work and my question was roughly explained: the real problem is that my displacement map (value of ~0.08) displace tiles casually at different heights (like a mini world sorrounded by all different buildings). Another odd thing I just discovered while typing this comment is that even if my brick height and brick width are the same value they doesn't form squared tiles. From Blender 3.3
Oh the default output for the brick texture has color variations (grey value) that causes this. Just convert it to pure black and white using a colorramp set to constant :-)
I have a material I need and is it possible to bring in a photo and or normal and displacement maps and plug it into the material and still have it be seamless and procedural? I think the most realistic outcome is bringing in a photo of the real tiles but I'm having trouble figuring it out in blender.
would I be able to plug in a material with the bump, normal and ambient occlusion into the color factors?
You can do that yeah, but you'll have to 'mask' the edges to get a good result. It's still not the best solution though for seamless stuff as you'll always get repetition and our eyes are great at spotting this.
@@KaizenTutorials hm what do you think the best result I then? If I need to use a specific tile / material
good tutorial, although why does the texture not show a picture preview in the new 3.0 asset library? im afraid it could be hard to find down the line xD
Thank you! That sounds strange… I have added it to my asset browser and it has a thumbnail (automatically generated) so I’m not sure what’s happening in your case!
very good tutorial, thank you very much! why can't i find "displacement and bump" in surface tab? T - T can you help me?
Thanks! Displacement and bump should be somewhere in the materials tab and is probably only available in Cycles, not in EEVEE.
Hi, thanks so much for this, it's great. How do I rotate the rows as you have in your animation - to get different layouts of the tiles. Thanks.
There's an offset slider on the Brick Texture for that.
@@KaizenTutorials Great. That's helpful. I have one more question. I am trying to make a group of objects - each with a different colour tile on them. I have copied the procedural material in the material tab and altered it but they don't seem to be able to be applied. Do you have any advice? Thanks.
@@KaizenTutorials are you able to help me to apply these - I am completely stuck. I have managed to do one but the others are not attaching to the objects which are just matt. I can't get the tiles onto them. Thanks, Clare
Hey Kai, thanks to you I made my first PBR material and I've also added my first asset to the asset browser! However, I need a little help. I'm using the shader on a plane [acting as a wall] I've simply dragged and dropped the material from the asset browser and onto the plane. It looks great but I want to increase the DEPTH of the mortars so that the tile looks more "bevelled" right now its kinda looking too sharp around the edges. How do I do that? I haven't subdivided or done anything to the plane.
For context I'm making a product render where the product is placed on the a tiled environment.
Great to hear! I think you'll just need more geometry. This will make it smoother. You can change the mortar smoothness in the node but it doesnt do much if the displacement has no geometry to work with. So add a subdivision surface modifier, crank it up and sit it to simple and it should look good. Then after you can increase/decrease the mortar smoothness to your liking.
Do you have any tips how I could export this material to Unity?
Yep I have a video on how to bake tileable textures. Just look it up on my channel :-)
Awesome video! But, what if I want to add more than two color variation?
Ooh that might be a bit harder but you could do it by taking another brick texture and using it as a mask on a mix rgb node so you can add more colors.
Hi Blender newby here. I bought and downloaded the file from Gumroad. However I can't open it. Probably simple but can you give instructions please?
Hi Peter, thanks for your purchase! Mind sharing via e-mail exactly what is happening? That’ll help me tackle the issue better. You can send your mail to kaizentutorials@gmail.com
Awesome video 😌 but I keep getting some kind of wavy lines on the mortal and tile edge... Is there anything I could do?
That's probably to do with the amount of subdivision (dicing) you have in the experimental subdivision. Try setting the Dicing scale lower (0.1-0.2) depending on what your computer can handle you can ho even lower if you'd like.
@@KaizenTutorials Thank you so much for replying me 🥺🥺🤩😍 you have awesome tutorials
No worries. Thanks! Glad you like them 💪🏻
Hmm, When i turn on the adaptive subdiv, there are black artefacts that appear on the top and bottom of my sphere?
Hmm that’s weird. Maybe your displacement is to strong?
@@KaizenTutorials , I checked and when I turn simple subdiv instead of cat
Mull Clark it works
@@SG-bh7cz aah ok that means you probably just needed more proper quad geometry to work with. Still a bit weird though. But if it works with regular subdiv thats fine too
Hey there kaizen, I would love to know the lighting and hdri’s u used for this video!
Simple tri-light setup with a back light, rim light and key light. No HDRI I believe! And if I did its probably an interior one from polyhaven with a very low strength!
I've done all the steps. For the most part it turned out pretty well, however there is a weird spikey displacement going on with my mortar, any guesses on how to fix? Great tutorial btw!!
Thanks! Glad you like it. I'm not entirely sure what's happening with your mortar displacement. It should be flat, considering we're using black values for the mortar displacement. If you want you can send me some screenshots and I'll have a look what's going on! You can send them to kaizentutorials@gmail.com
@@KaizenTutorials Sounds good, just sent a few pictures over! Thank you
I’ll get back on it tomorrow probably!
Same issue :(
@@KaizenTutorials By the way, if u look at 3:23 and then at 3:26, you can see you had the same problem but somehow you fixed it xD
Hi
can i get offset parameter of bricks like "brick width" etc?
Im not sure I understand, but you can control a lot of things within the Brick Texture that Blender offers yeah
@@KaizenTutorials sorry😅 i mean like at 9:13 color connected to group input, is there a way to connect offset to group input?
How did you get the preview on the left?
Just open up the shading workspace. You can then close and open up windows as you see fit. So by rightclicking on the edge between two windows you can close one and by going to the bottom right corner of a window you can click and drag and open up new windows. This is how I ‘created’ this workspace! Hope that makes sense :-)
Oh and I might add that when you get it on the left you can then enter ‘rendered view’ and make sure to disable the overlays with the button which is two circles overlapping (somewhere top right for that specific window). Now you have exactly what I had 👍🏻
@@KaizenTutorials Ah I see that's a legit sphere in the 3D viewport. I thought it was somehow the material preview that you can interact with. Thanks!
Haha no! Just a lit sphere with no overlays 🙌🏻
Great tutorial, friend! Question, how might I round out the grout, so that the grout is more of a curve rather than the harsh 'v' where the tiles meet. And is it possible to soften the tiles bevel?
Thank you! I think you'll need to experiment with some math and float curve nodes to achieve both of those. Since we're basically talking black and white values here (height map) you can tweak the results oftentimes by adding the right math nodes and sometimes even easier by just using a Float Curve node and tweaking the curve. Hope that helps!
@@KaizenTutorials thanks for taking the time to reply.
How do you make the tile shader?!
the video is about that? But if you mean how to turn it into an asset.. just right click the material in the material window and select 'mark as asset'.
What did you do between 3:24 and 3:26 to get rid of the visible jagged edges?
I think I lowered the Dicing Scale on the Subdivision Surface modifier. The lower it is the better the displacement works/looks.
@@KaizenTutorials Thank you so much!
err my bump mix is wired as its inverted and doesn't act like yours I assume its due to an update since this videos upload
hmm you can either try inverting the node with an invert color node, or hitting the invert on the bump.
@@KaizenTutorials i thought the same but it did not work so i just left it on white as i think it due to experamental updates
@@KaizenTutorials im also having an isuse that im not sure if you can help with but adaptive mesh crashes my render but turning it off renders fine (I fixed this by truning off adaptive sub and just subdividing it to 4)
Ah yeah adaptive can be hard on your pc making it run out of gpu memory. So you can either make the dicing scale higher or as youve done just use a regular subdiv with a high number
Hi thanks for the detailed tutorial. Can I know what light you are using?
You’re welcome! The lights in this scene are just 3-4 area lights with high intensity and positioning to highlight the sides.
@@KaizenTutorialsI see.. Thanks
Is it works on eevee?
It does, however the displacement doesn’t. This is a cycles only function! You could bake the textures and load them into a displace modifier in EEVEE though.
Bro
Let me know your computer System Requirements?
You mean my computer specs? I’m running on a pretty solid machine with 32GB of ram, AMD Ryzen 7 3700x, Gigabyte 3060 TI.
Thank you
Dude... Way too fast, but thanks for the tutorial it helped me on a project I needed to do
Sorry! I’ve since improved my pacing (or atleast tried to, haha)
@@KaizenTutorials Good, I will check em out and when I'm done with my project I will link it to you so you can see it. :D
@@art-byfayleif3938 awesome! Lookjng forward to it :-)
Could you go a little slower, and describe what you are doing?
Yeah I’ll keep that in mind, thanks!
When I saw The Nodes These are too much, i just now about mungrave texture, bump, math, principle BSDF, color ramp And its hard to memorise those others how can i memorise all and their works 50+ nodes, works of these and using perfect hard, and in blender there is another scary thing born called geometric nodes its 2x more. i stucked :/
ka1zen you are pro, you made it without help and without help :) 𝒦𝒶𝒾𝓏𝑒𝓃 𝓅𝓇𝑜
Thank you! I get what you mean, but I don't know each node either. I know a lot of them, but mostly by just practicing again and again. Now it's becoming easier and easier! Also I do a lot of trial and error when making a material. You're just getting the correct version presented and not all the mistakes haha