Create a Clay Look Procedurally (Maya + Redshift)

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  • Опубликовано: 2 фев 2025

Комментарии • 16

  • @romanmnts
    @romanmnts Год назад +1

    Amazing tutorial! Thanks! 👏

    • @RonaldFong
      @RonaldFong  Год назад

      Thank you roman! Help spread the word! :)

  • @clcasanouv3318
    @clcasanouv3318 Год назад +1

    Thank you! This was very helpful.

  • @lukasbvfx
    @lukasbvfx 2 года назад +1

    Thank you so much!! Your tutorial saved my life!

    • @RonaldFong
      @RonaldFong  2 года назад +1

      Hey! Glad it helped! Tag me if when you render something cool with it. Would love to see!

    • @lukasbvfx
      @lukasbvfx Год назад

      @@RonaldFong Sure!

  • @3dkiwi920
    @3dkiwi920 3 месяца назад +1

    How is the shader/material being mapped to the object? Doesn't seem like standard UV's; is it something like tri-planar? I understand there are no 'textures' involved but the thing that always confounds me about materials with no defined UV's is how the mapping is done. Sorry to be a bother!

    • @RonaldFong
      @RonaldFong  3 месяца назад +1

      @@3dkiwi920 not a bother at all. I used 3D noises hence it doesn't involve the typical process of mapping 3D to 2D (like UVs, or Triplanar) 3D noises are what they sound like, noises in 3D space so you'd not have to map them, but they'll slide if the object moves within the space. So, to fix that, we create what Maya calls a "texture reference object" or what Houdini refers to as a rest attribute to store a static reference of the object in space, so that it won't slide.
      That, or you could also use the object's space instead of the world space, this way, you can animate the transforms of the object freely without risk of sliding 3D noise texture.
      I know it's all a lil' confusing at first but I know you'll eventually wrap your head around this!

    • @3dkiwi920
      @3dkiwi920 3 месяца назад +1

      ​@@RonaldFong Thank You! Makes total sense, I didn't pay enough attention or search to see that they are 3d based procedurals; which I am familiar with from learning maya way back in 2010 (mental ray!) ahah; the sliding would have been my next question though so thanks again :) Legend dude.

  • @metavr8479
    @metavr8479 Год назад +1

    I LOVE YOUR TUTORIALS. hey man can you please bring back the houdini tutorials, I am willing to join your patreon or make any donation.

    • @RonaldFong
      @RonaldFong  Год назад

      THANK YOU!!! Sure, I'm planning the next season! Looking for interesting topics, you have any in mind?

  • @Mrbb52
    @Mrbb52 Год назад +1

    This is amazing!
    I know the principle applies to Arnold too. But I wondering if you can teach us more about it in Arnold.
    When I connect aiNoise and displacement shader to aiStandard surface, nothing seems to be changing.

    • @RonaldFong
      @RonaldFong  4 месяца назад +1

      good point! the same principles apply, but sometimes it's still helpful to have a guide with the exact same software. let me see if I can get to it. otherwise, you can check the scene scale. often times, if the object is too large, the displacement can go unnoticed even when it happens.

  • @manuelcollazo8027
    @manuelcollazo8027 Год назад +1

    Hi! Awesome video. Could this be possible with the Arnold Renderer? thnx

    • @RonaldFong
      @RonaldFong  Год назад

      Hi Manuel! The same concepts apply, except Arnold's procedural noise node "aiNoise" doesn't have as many different noise patterns as Redshift's Mason Noise. That said, you can plug in aiNoise into various channels of another aiNoise node to achieve a more varied and hopefully a similar noise pattern. :)
      Interestingly, I learnt to do procedural noise texturing in Arnold, so the renderer is more than capable to apply these concepts! 🔥 Good luck!