Procedural Sci-Fi Panels Material (Blender Tutorial)

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  • Опубликовано: 5 авг 2024
  • In this Blender tutorial we will create this Procedural Sci-Fi Panels Material.
    ● Procedural Material Pack #9: ryankingart.gumroad.com/l/pro...
    ● Procedural Material Packs: ryankingart.gumroad.com/?quer...
    ● Procedural Material Tutorial Playlist: • Blender Procedural Mat...
    ● HDRI link: polyhaven.com/a/kiara_interior
    ● Purchase the project files and support the channel:
    Gumroad: ryankingart.gumroad.com/l/panels
    Patreon: / 70617079
    ● Help support the channel:
    Patreon: / ryankingart
    Gumroad: ryankingart.gumroad.com/
    RUclips Memberships: ruclips.net/user/ryankingartjoin
    ● Timestamps:
    0:00 Intro
    1:20 3d Setup
    2:47 Displacement Settings
    5:00 Procedural Setup
    17:08 Customize the Material
    21:39 Closing
    _________________________________________________________________________
    ● My Website Links:
    • All links on my about page: ryankingart.wordpress.com/77-2/
    • Patreon: / ryankingart
    • Gumroad: ryankingart.gumroad.com/
    • Artstation: www.artstation.com/ryanking
    • Blender Market: blendermarket.com/creators/ry...
    • Sketchfab: sketchfab.com/ryankingart
    • Website: ryankingart.wordpress.com/
    • Amazon Affiliate Link: amzn.to/3l1NoqH
    As an Amazon Associate I earn from qualifying purchases.
    #ryankingart #blendertutorial #blender

Комментарии • 113

  • @RyanKingArt
    @RyanKingArt  2 года назад +4

    *Procedural Material Pack #9:* ryankingart.gumroad.com/l/propack9
    *Purchase the project files:* ryankingart.gumroad.com/l/panels

  • @SourceAwareness
    @SourceAwareness 2 года назад +7

    You, Ryan, are The Man!! Much love for ya.

  • @imSavageAF
    @imSavageAF 2 года назад +4

    Thanks for another great tutorial Ryan. You are an excellent teacher, it is very easy to follow along.

    • @RyanKingArt
      @RyanKingArt  2 года назад

      glad you like it. Thanks for watching!

  • @frankb4793
    @frankb4793 8 месяцев назад

    Excellent Ryan - You have quite a gift to share with the world!

  • @ScottNetherstone
    @ScottNetherstone 2 года назад +2

    Thanks as always! I also liked taking the end result, duplicating the color ramp that went into base color with it still hooked up to brick texture, turning all but 1 of the colors (usually the far left) to black, and then plugging that color ramp into emission.

    • @RyanKingArt
      @RyanKingArt  Год назад +1

      oh yeah that does look cool! just tired it. I also turned up the emission strength, and added a glare to it.

  • @cherico94
    @cherico94 2 года назад +1

    you are an amazing teacher. thank you for sharing your knowledge with us 😊

  • @RaVJanik
    @RaVJanik Год назад +1

    So simple and so brilliant!

  • @weiyingk
    @weiyingk Месяц назад +1

    This is so cool! Thank you!

  • @PixelPhantohm
    @PixelPhantohm Месяц назад

    That was awesome!

  • @karstenz.8754
    @karstenz.8754 Год назад +1

    This is such a good tutorial. Thank you very much. I learned a lot from that and want to try this in my project😃

  • @jamio1995
    @jamio1995 Год назад +1

    Your content is so underrated. Your like a procedural God.

  • @jonass_-yd3ww
    @jonass_-yd3ww 2 месяца назад

    You are awesome! Loved the video

  • @dannybouchard4140
    @dannybouchard4140 Год назад +1

    Another nice one Ryan!!

  • @phrizee
    @phrizee 10 месяцев назад +1

    Cool stuff, Bro - very cool!

  • @gemykhaled4145
    @gemykhaled4145 2 года назад +4

    thanks pro you're video's really help me

    • @RyanKingArt
      @RyanKingArt  2 года назад +3

      Glad to hear that. Thanks for watching!

  • @BlockxBuddys_Kinderfilme
    @BlockxBuddys_Kinderfilme 2 года назад

    Your material videos are really greate. 👍

  • @chuckcg
    @chuckcg Год назад +1

    Really nice material!👏

  • @DarkShroom
    @DarkShroom 7 месяцев назад

    fantastic tutorial, i can't quite get it looking as good but inspiring

  • @blenderstuffs
    @blenderstuffs 2 года назад +4

    Amazing 🤩🤩

  • @rob4986
    @rob4986 Год назад

    How Ryan? How do you always hit the nail right on the head! This will be so useful for me, thank you! Keep up the great work!! (:

  • @2d_and_3d_universe
    @2d_and_3d_universe 2 месяца назад +1

    nice work

  • @user-sz7mq7nl4i
    @user-sz7mq7nl4i Год назад +1

    Thank you realy love your vedio

  • @bloxgoblin7784
    @bloxgoblin7784 2 года назад +5

    nice

  • @xaxaxaxa9430
    @xaxaxaxa9430 2 года назад

    Cool 👍

  • @xav2809
    @xav2809 Год назад

    Impressive

  • @luisfernandolozano5855
    @luisfernandolozano5855 Год назад

    could you make a group of nodes to control the colors ? Could you explain how I can connect it if I have the ramp color with the three colors

  • @TheDevian
    @TheDevian 2 года назад +2

    That trench reminds me of the death star, put it on a sphere, turn it sideways... lol
    Last time you made a BORG cube, now the Death Star. ;)

    • @RyanKingArt
      @RyanKingArt  2 года назад +2

      Haha yes, I had that thought too. Kinda looks like the Death Star Trench. 😄

  • @mr.lunatic3157
    @mr.lunatic3157 2 года назад +1

    🔥🔥

  • @gavrilosredovic791
    @gavrilosredovic791 Год назад +1

    is it only me that it doesn't work when I switch from Brick Texture to Displacement, I checked everything multiple times but it's the same as in the video, only the craters don't want to form, help?

  • @phyzxengrmoore6928
    @phyzxengrmoore6928 Год назад +1

    What would be interesting is a material to geometry conversion tut or some kind of node wrangle device. I know this would increase the gons but I thought I would post. I like to export the physical shapes to Unity.

    • @RyanKingArt
      @RyanKingArt  Год назад +1

      thanks for the video idea. 👍‍ You can actually do that, by baking a texture map of the displacement. Then you can add the displacement modifier, and add in the baked texture. Then you can just apply the displacement modifier, and the displacement will be actual geometry.

    • @phyzxengrmoore6928
      @phyzxengrmoore6928 Год назад

      @@RyanKingArt But this wont do a whole selected object though just a face?

  • @BronzDragonfly
    @BronzDragonfly Год назад

    fwiw: holding the ctrl then x will delete most nodes and leave the noodle going. Not if the destination is different from the origin, but it works. Or, you can hold the alt, then use the mouse to lift a node out of a noodle, so you can place that node into another. Again, results may vary for the same reasons. Have fun.

  • @SneakersDK
    @SneakersDK Год назад

    Thank you for the vid. If you need an idea, I would love to see how you would make jeans fabric. Keep up the good work.

    • @RyanKingArt
      @RyanKingArt  Год назад +1

      Thanks for the idea!

    • @SneakersDK
      @SneakersDK Год назад +1

      @@RyanKingArt No problem. Any time! I'm modelling Lucky Luke, so I could need it 😊

  • @gerdsfargen6687
    @gerdsfargen6687 2 года назад

    Very Cube movie-like!

  • @timecrashzero
    @timecrashzero 9 месяцев назад

    Real talk my dude. Where did you learn the basics to create a foundation on learning how to NODE? Also, how many hours would you say you dedicate a day to NODE learning... MMORPG levels?
    I would love to Node without ever having to touch and shape a cube again. Anyways, thanks a bunch for sharing and uploading your knowledge.

  • @AbdullahGhamdi
    @AbdullahGhamdi 2 года назад +3

    Hi everyone 🖐🏻

    • @RyanKingArt
      @RyanKingArt  2 года назад +3

      Hello! Thanks for checking out my video.

  • @Jakeurb8ty82
    @Jakeurb8ty82 Год назад +3

    I would call this procedural scifi greebles

    • @RyanKingArt
      @RyanKingArt  Год назад +2

      yeah that's basically what it is.

  • @2011manbeast
    @2011manbeast Год назад +1

    Hi! This is outstanding! I am wondering, is there a way to make it so we can modify the material in the material tab rather than having to go into the shader each time? Thanks for everything you do.

    • @RyanKingArt
      @RyanKingArt  Год назад +1

      yes, that is possible. I'd like to make a tutorial on that sometime. 👍‍

  • @BraggsTippingPoint
    @BraggsTippingPoint Год назад

    Hi Ryan, how did you get your material to update so quickly when changing the scale value? My render takes several
    seconds to update to a new pattern while yours changes very quickly.

    • @RyanKingArt
      @RyanKingArt  Год назад

      hmm, well my computer is pretty powerful, so that might be why. You might want to make the adaptive subdivision less detailed, and that should speed up the preview. Or you could hide the subsurf modifier from the view, and turn it back on before you render.

  • @actk1
    @actk1 2 года назад

    I also use this procedure generated texture on the world scene and turn it into space scenes look. Can you make a video for that too?

  • @Soulsphere001
    @Soulsphere001 Год назад

    I've been using Substance Designer recently and somehow I was able to translate your Blender tutorial into something that mostly works in Substance.

    • @RyanKingArt
      @RyanKingArt  Год назад

      Oh wow thats cool! 👍‍

    • @Soulsphere001
      @Soulsphere001 Год назад

      @@RyanKingArt
      The hardest part was getting the scaling to work, since one can't just plug a texture into another texture in Substance Designer (SD) as far as I know. Though it's something I should look into.
      One thing that I can't figure out is how to replicate another one of your sci-fi panels tutorials, the one where you plug a voronoi distance into the brick's vector. I just don't know what exactly is happening there, so I can't replicate it in SD. Though that's another thing I'll have to look into, see if I can figure out exactly how the input vector for the brick is modified by the output distance of the voronoi.
      EDIT: Actually, I did figure it out. The idea is that the voronoi texture's value determines where the brick colour is drawn. For instance... Let's say we're using a coordinate system that goes from 0.0 to 1.0, within the voronoi and brick textures, so if the pixel of the voronoi, let's say at 0.1 by 0.35 has a grey scale value of 0.25, then our output pixel, at 0.1 by 0.35, becomes whatever colour is in the brick texture at 0.25 by 0.25. If that makes any sense. That's how plugging the distance from a voronoi into a brick's vector works.

  • @elbadrey
    @elbadrey Год назад

    That is awesome Ryan, your videos always have something interesting.
    Mr. Ryan I wanna you help me to make a procedural texture and put it in a specific location on Geometry, I don't want to apply it in whole object just in a specific position.

    • @RyanKingArt
      @RyanKingArt  Год назад +1

      in edit mode you can select the specific faces and apply materials to those faces.

    • @elbadrey
      @elbadrey Год назад

      @@RyanKingArt
      Perfect, but it doesn't seem to make what I want.
      Maybe i cant explain exactly what I want, I want to use procedural material like a stamp.
      Did you know substance software from adobe? I'm sure you know. Just drag and drop the material and you can position it anywhere in geometry. "Not all substance's material work like this way but there are some of them do".
      Thanks for your reply and I appreciate your time and work.
      ... Sorry for my bad English...

  • @imSavageAF
    @imSavageAF 2 года назад +1

    At 7:15 where you put the color value of the Voronoi into the brick, why do you get a completely different texture if you put the distance to scale? I have never seen a RUclipsr explain the difference between distance/color and color/fac. Im hoping you can shine some light on this for me

    • @RyanKingArt
      @RyanKingArt  Год назад +1

      You get a completely different look, because they are all different textures. if you Control + Shift + select the Voronoi, and continue to click on it, it will go down and preview all of the values. and you can see that each value is different.

  • @sternosaur
    @sternosaur Год назад

    How do you export this into Unity?

    • @RyanKingArt
      @RyanKingArt  Год назад

      You will need to bake the material out to texture maps. Check out my texture baking for beginners tutorial.

  • @jamesibersteenhawker8060
    @jamesibersteenhawker8060 Год назад

    I wonder... Can you try to make a plastic material (like the type for plastic bags?) Or maybe like a ripped (or not) fabric material, with fraying (or not)?

    • @RyanKingArt
      @RyanKingArt  Год назад

      thanks for the tutorial ideas. 👍‍

  • @fahmiraza1763
    @fahmiraza1763 9 месяцев назад

    Follow your tutorial and got same result but my lighting not good as yours
    Plz consider to make lighting trick because I watch your beginners lighting tutorial but if you can explain more tricky lighting tutorial
    God bless you

  • @BraggsTippingPoint
    @BraggsTippingPoint Год назад

    This is awesome Ryan! Is there a way to take one of the colors inside the color ramp and make it emissive? This would be an awesome way to create windows and lights inside the material!

    • @RyanKingArt
      @RyanKingArt  Год назад +1

      yes, just plug the color ramp into the emission value on the principled.

    • @BraggsTippingPoint
      @BraggsTippingPoint Год назад

      @@RyanKingArt how do you isolate the one color that you want to be emissive and leave the others non-emissive?

    • @RyanKingArt
      @RyanKingArt  Год назад +1

      @@BraggsTippingPoint you can use a color ramp for that. set the color ramp to constant, and drag the tabs around.

    • @BraggsTippingPoint
      @BraggsTippingPoint Год назад +1

      @@RyanKingArt You're awesome! Thank you!

  • @ambrishsingh7363
    @ambrishsingh7363 Год назад

    👍👍👍

  • @azib7301
    @azib7301 Год назад

    what blender version you use for now?

  • @ltraltier6009
    @ltraltier6009 4 месяца назад +1

    Eh this doesn't look that great on an actual spaceship model but thank you for sharing this. it was really helpful to mess around with. Its waaaay too dark.

    • @RyanKingArt
      @RyanKingArt  4 месяца назад +1

      thanks for the feedback 👍‍

    • @ltraltier6009
      @ltraltier6009 4 месяца назад +1

      @@RyanKingArt Could you please make a procedural geometry nodes tutorial on greebles? I have a few custom models I want to appear around a vertex group but all i can find is crap about the discombobulator. Nothing about kitbashing greebles onto a model.

  • @jasonwilliams8730
    @jasonwilliams8730 2 года назад +1

    👍

  • @bigj7864
    @bigj7864 6 месяцев назад

    wait till this guy finds out about JSplasment

  • @xaxaxaxa9430
    @xaxaxaxa9430 2 года назад

    I have an idea for a video that if you make the foam material like on coffee or beer?

  • @seanmorrison3188
    @seanmorrison3188 Год назад

    Can this be imported into unreal

    • @RyanKingArt
      @RyanKingArt  Год назад

      Yes, if you bake out the textures to texture maps.

  • @Laniakeas
    @Laniakeas Год назад

    Is god 🤙

  • @HossainAlamdar
    @HossainAlamdar 2 года назад

    Dude cool tutorials, i'm realy a fan of you; but i think you over-explain some parts and that's a bit time consuming

    • @RyanKingArt
      @RyanKingArt  Год назад +2

      Sorry about that. a lot of beginners watch my videos so I like to explain things. : )