A Quick Trick For Extra Realism (Blender Tutorial)
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- Опубликовано: 5 окт 2024
- One of the most difficult challenges in 3D is getting buildings, walls, and other objects to look like they inhabit the same space. You can use the ambient occlusion node to add an extra layer of dirt and grime to your buildings, making them appear to seamlessly blend into the world.
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If you're using this in an animation, you'll get faster renders by turning the AO into a texture. Here's a quick video on texture baking to get you started. ruclips.net/video/fbH4aQB5FiM/видео.html
ok
And objects moving near each other won't change each others materials in the drive-by :)
Thats also great if you are using Optix instead of CUDA to render, since AO is not supported yet.
Thanks for the tutorial! If you set the mix node to a blend mode like multiply, then set your color, you can get some more natural/organic looking interactions with the existing color. And you can also use something like this to affect the strength of your bump node, or your roughness material if you have one for an even more detailed effect. 👍
Nice! Thanks
For something like a film or cinematic you'd manually paint a texture for that blend region, right? Using AO, originally meant to darken close corners and crevices, is a fast way to get a similar result, but you'd usually manually paint in a grayscale texture to control that.
@@doko3000 the real answer is that you would use substance painter, which allows you to use a mixture between AO, cavity, and a world space gradient to do it procedurally and quickly
The tutorial that was missing on yt
Well I think Blender Guru did something like this but didn't go into any detail, so this is more useful!
Yeah, Andrew briefly touched on the subject in the kitchen tutorial he made at the start of 2019.
I told my wife - "I cannot vacuum! I need to study - the "ambient occlusion!" - and showed her this tutorial. She has now downloaded her own version of Blender - and last I saw: she was modelling a rolling pin and rigging it with physics dynamics.
Amazing
This solved a mystery!
Years ago, I was noodling about in Blender forums, and someone mentioned using AO 'for shading', but they never elaborated.
I think this is what they were talking about!
Much thanks for this, DECODED!
I been giving this trick to everyone that uses blender cuz it is awesome and its nice to see that finally more people will talk about it
Great tip!
You can also use this trick to have some fake foam around floating objects in ocean scenes and such.
If I'm not wrong, you can also do a "stylized gradient" with noise texture and gradient texture mixed with overlay into a ColorRamp. and locate it at the bottom of the building.
I did this with a model of an old CRT screen I made to make it look like there was dirt accumulating around the edges of the screen. It's really effective but can look really weird if you're using Eevee.
Eevee is kinda "mysterious" compared to Cycle, CGcookies has a great course about perfect lighting on Eevee, i highly recommend checking it out, it will open so many new possibilities
That's because eevee uses screenspace ambient occlusion
I prefer testing stuff in Cycles but rendering in Eevee
Cycles is ray traced whilst EEVEE is screen space. What you can do is bake the colour texture in cycles then bring that into EEVEE and it'll preserve the effect, you'll have to rebake it every time you edit the model or move it however.
@@Lubble- that's kind of wierd
Simple, efficient, clean and quick to do. Nice.
Useful!! most textures are always so clean
This is perfect for a scene that's been giving me some trouble. And here I was, messing with dynamic paint and vertext colors like a fool.
Really cool trick! It's one of those things you only realize when it's not there.
I'm thinking here, you could mix/multiply or screen the AO output with some musgrave or noise texture to give it a more randomized and textured feeling to the grime too.
Nobody asked for this tip, because nobody knew how much this tip is needed. Thanks a lot.
Thank you.
mind BLOWN.... i feel like a beginner again! such an excellent feature
it never occurred to me that AO could be used to enable that smooth transition you created... and i'm always looking at old video textures i like as reference material, they have these smooth joins and the bottom of certain textures, now it's like i can just generate that automatically!
Great little video mate. Perfect showcase for the AO node to really stick things together
Well this was impressively simple! I'm actually shocked at how well the ambient occlusion node works for this!
Thank you so much. I'm even not using a blender LOL. But great, it is suitable for any 3d modelling texture
Thank you so much
awesome! thanks!
Very cool! I am a total newbie and I never would've realized that. I liked and subscribed. Thanks mate!
very nice
My god! You are a really observant guy! I wouldn't have noticed that in two lifetimes!
Very helpful and straightforward tutorial thank you
Especially adding it to the ground raising the quality. SUper nice it also works on the ground, thats simply a flat plane. Quite interesting that it get AO from the other meshes as
Ive been looking for this forever
Very cool
Amazing, it was just the thing I was noticing missing from my architecture renderings . Loved The Video.
Simple yet effective!
thanks, these kinds of details make or break a render
Hugely underrated tip!!!
bro you a legend
Really good tips. Good luck with your project.
The timing of this couldn't be better. I'm about to render a large animation that's very much going to benefit from this, thanks :)
Thank you
Great tutorial! Thanks!
Wow this is great!
Thanks for this tip.
And wow the render ie the thumbnail, is really amazing!
Thanks. It's literally just a few of the assets I've modelled thrown together.
Very useful. Thanks. Like your style.
Holy cow this was exactly what I needed!!!
Great tip! Same goes for any hardsurface stuff I assume. I need to use this more!
This videos awesome huge starwars fan here!
Thank you, great video.
Thanks!! - very good advice my friend!
On Tattooine, all the buildings are in a constant state of being burried and unburried by sandstorms. While there is definitely wear on the buildings there is also varying degrees of sand piled up against the walls. So you'd need to drag some floor up around the building a bit.
thank you!
Always great tips
You can also use the gradient node and connect it in the factor, very similar to the ambient occlusion node, but the advantage of the first one is that it is lighter in EEVE
how so? wouldn't just make a vertical gradient from the ground rather than accumulating in crevices?
anyway, on the opposite side of the spectrum, (meaning to make it heavier but more refined) you could mix in a noise texture to make the dirt more random and jagged.
I"d have to try it and play around, by I imagine it would look to neat and perfect, too uniformly present everywhere. Maybe adding noise or some measure of mesh curvature could help. AO emphasizes the nooks and crannies, the inner corners where whirling wind doesn't reach as well, where grime and dust and dead bugs and crud can build up.
aaaaaaaand genius as usual. Nice stuff once again!
Nice!
Daaaaaaamn Thank you so much man!!! Everything star wars related is very much appreciated!!
Thank you, this was exactly what i was missing!
Really great quick tip!
Nice tip, thanks.
Holy shit this is game changing for me... thank you so much!
Great tip - Thankyou!:)🙏😀
great vid tbh, really useful and short
Nice video!
Thanks Ryan!
This is a amazing tip. Thank you so much for sharing.
Sir you are amazing
It's amazing
amazing!
Thanx for the lesson! That's what i needed.
Brilliant!!
Great tip! Love these short videos
great video keep up the realism tips
You could pipe this into a noise node and then a displacement node to make the seam between surfaces look more natural too.
thanks bro, very useful!
Thanks for the quick tip. Really helpful
the more robost method is blend textures. make a simple trim sheet with all the dirt effects on it. and use it as an overlay on the main material with a secondary uv map. the advantage is a faster render and not having to worry about external objects. also more detaild dirt and leak textures. you can also port those to game engines assuming that kind of decal is supported. and you dont have to paint anything since you can reuse the trimsheet.
I'm happy for the existence of this channel
Thank you.
Smart !!
Was avoiding it because these nodes don't support Optix, but man! This is a must have!!
Yeah, it's supported from 2.92
Awesome :D
Ah, you could also probably use a similar tactic to blend in new textures, like let say you have a concrete wall that you want to have it sort of chipped away near the edges revealing brick underneath. Though that'd also probably require some clever use of a noise texture and color ramps to get the two textures to blend in a natural looking manner.
Great tip! Thanks for making this!
holy shit that was awesome
idk, if you still check comments, but this video is awesome! Right now i help to draw a scene pictures for novel, and this trick changed photo so well and more real, like it almost photography.
Thank you!
Great content :) This reminds me of the techniques used in Jama Jurabaev's "Real Time Environment Design in Blender" course. Kind of funny, he actually uses star wars concepts in those videos.
THIS IS SUPER SUPER AMAZING!! will you make tutorial of how to model and bake normal maps for low poly objects?
AO is great for driving things like this. A simple ground fog plane (non-volumetric) can be made to fade around fences, lamposts, walls etc. But AO doesn't belong in lighting - Cycles is a fully unbiased renderer so adding an ancient shader like this for faux lighting effects is a big no-no!
Thanks for this, this is great!
good heckin. fantastic
Holy shit, thank you
a great tutorial !!! thanks a lot
Muy bueno!! Gracias
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❤️LOVE YOUR VIDEOS❤️!!!!!!!!!!!!!!!!!!
Thanks for all your effort to make good content😊
Thanks!
wish we could "spray" shading onto the grounds etc ( image textures ) to "blotch" them up a bit
I actually do architectural tutorials for blender from time to time and I did a video of how to make light mix as basic composition tutorial yet a pretty requested feature like the one in corona and maxwell render
Very useful! Thanks!
Love your videos!
cool...
It's interesting you talk about dirt and grime. Well what if it's supposed to be brand new, and you want that extra bit that makes it feel like it's actually in the scene?
wow. Amazing :)
I am a beginner and I was just today wondering how the fuck do I add ambient occlusion
Спасибо)
RUclips forgot to notify me of your great video :(
Suuuupppperrrrr useful...