So, this tutorial might have been messed with by Blender 4.0, as the color on the paper in mine is... odd, and the Principled BSDF shader has changed significantly, but I still got a fair amount of it. I'd definitely be interested in the paper, wax seal, etc., and perhaps, as an experiment, putting all of that into a larger version of this tutorial? Otherwise, I do hope you'll make a number of new tutorials for Blender 4, as your format continues to be excellent.
Yes, there have been significant changes to a number of the nodes in the shader editor with version 4. I do plan to make a series of new tutorials for v4.
Thank you for this tutorial. I didn't try the scroll, just tried it on the paper with a simple waxseal, and I noticed that setting Ambient Occlusion to not Inside helped add shadows around the base of the waxseal and make it stand out more, whereas these were completely lost when setting to Inside. Are you setting to Inside for the sake of the internal parts of the scrolls? Also a general comment: when using noise textures in Blender the results can vary quite a bit depending on the physical size (in Blender units) of the meshes they are applied to... I feel it would be a great help if you briefly showed the size of your objects when you show us the scene setup at the beginning. Thank you for all your tutorials... I have worked my way through almost half of them now and will not stop until the last one!
Thanks for watching! That's interesting as, in the demonstrated example, "Inside" gave better results for the shadow cast by the wax seal. Where there any differences in scale or lighting in our scenes? The purpose of this node is to add more shadows/shading to the paper by simulating the soft shadows that should naturally occur when indirect or ambient lighting is cast out onto your scene. By running it through a color ramp, it intensifies the difference between white and black. By then using a Mix RGB with the Darken it acts upon the color and texture applied through the other nodes. If you'd like to know a little more about the node, you can check out the official documentation here - docs.blender.org/manual/en/latest/render/shader_nodes/input/ao.html In general I rarely make many changes from the default sizes of objects so they are usually around 1 or 2 metres. The scale value on any node should help you adjust things to the appropriate level to suit your object.
Perfect for Japanese shoji as well!
Great thinking 👍
So, this tutorial might have been messed with by Blender 4.0, as the color on the paper in mine is... odd, and the Principled BSDF shader has changed significantly, but I still got a fair amount of it. I'd definitely be interested in the paper, wax seal, etc., and perhaps, as an experiment, putting all of that into a larger version of this tutorial?
Otherwise, I do hope you'll make a number of new tutorials for Blender 4, as your format continues to be excellent.
Yes, there have been significant changes to a number of the nodes in the shader editor with version 4. I do plan to make a series of new tutorials for v4.
Thank you for this tutorial. I didn't try the scroll, just tried it on the paper with a simple waxseal, and I noticed that setting Ambient Occlusion to not Inside helped add shadows around the base of the waxseal and make it stand out more, whereas these were completely lost when setting to Inside. Are you setting to Inside for the sake of the internal parts of the scrolls?
Also a general comment: when using noise textures in Blender the results can vary quite a bit depending on the physical size (in Blender units) of the meshes they are applied to... I feel it would be a great help if you briefly showed the size of your objects when you show us the scene setup at the beginning. Thank you for all your tutorials... I have worked my way through almost half of them now and will not stop until the last one!
Thanks for watching!
That's interesting as, in the demonstrated example, "Inside" gave better results for the shadow cast by the wax seal. Where there any differences in scale or lighting in our scenes?
The purpose of this node is to add more shadows/shading to the paper by simulating the soft shadows that should naturally occur when indirect or ambient lighting is cast out onto your scene. By running it through a color ramp, it intensifies the difference between white and black. By then using a Mix RGB with the Darken it acts upon the color and texture applied through the other nodes.
If you'd like to know a little more about the node, you can check out the official documentation here - docs.blender.org/manual/en/latest/render/shader_nodes/input/ao.html
In general I rarely make many changes from the default sizes of objects so they are usually around 1 or 2 metres. The scale value on any node should help you adjust things to the appropriate level to suit your object.
probably has something to do with inverted normals
You can tell he is watching another tutorial as he is making this one lol
Lol, I had my original one open on the other screen - well spotted!
we need a wax seal tutorial plz
Will add it to the list.
@@blenderbitesize thank you