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!
@@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!
@@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.
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.
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.
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!
Amazing tutorial! Thanks! 👏
Thank you roman! Help spread the word! :)
Thank you! This was very helpful.
Hi! Glad it helped :)
Thank you so much!! Your tutorial saved my life!
Hey! Glad it helped! Tag me if when you render something cool with it. Would love to see!
@@RonaldFong Sure!
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!
@@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!
@@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.
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.
THANK YOU!!! Sure, I'm planning the next season! Looking for interesting topics, you have any in mind?
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.
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.
Hi! Awesome video. Could this be possible with the Arnold Renderer? thnx
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!