One addition that might be useful is to replace the fabric color PNG image texture with a simple horizontal black-to-white gradient image. Then use a colorRamp set to Constant interpolation to create custom fabric patterns directly in the nodetree. Then, you don't have to pre-generate color maps for different patterns, you can create and adjust them right in the graph.
Only 55 sleeps until Nodevember! EDIT: Wow there are some bad cuts in here. Serves me right for editing at 5AM and not listening through. Sorry for the repeats!
Personally, I'd have to go over all this 100 times to even have an idea of what you're doing. I'm going to start. I want to make a corduroy material and this looks like the most in-depth fabric tutorial I've ever seen. Many secrets revealed. Many thanks.
Thanks! You'll get it. Corduroy is an interesting fabric. Definitely look into how the weave is formed in real life as fabric making is fundamentally very mathematical. If you can work out how to replicate the maths then you'll be able to make a great material
Thank you for uploading the final node tree in a readable resolution, you'd think everyone would do that for tutorials like these but it's surprisingly uncommon
awesome Erin!! it's funny how one would easily think.. nah it's good already without particles, but once the threads added the final result really brings it to another level!!
This is fantastic, thanks for sharing your knowledge. It seems there's two schools when approaching something like this. Either keep it all in house and use the native software to push the boundaries or go the mechanical route and model, uv, substance etc. You could say the mechanical route is easier which is why it's more common but I would aspire to learn the former method.
I typically do 1/density then multiplied with my nominal height of choice, rather than nominal height of choice/density, whenever I want to scale down displacement based on texture density. You also forgot to do that on the bump node, so the distance will remain fixed across all texture sizes and really mess things up. The wiggly noise can be 2D, no need to go 3D if you only give it a 2D coordinate like a UV. Have you ever toyed with using i.e. [0.5, 0.4, 1.0] and [0.5, 0.6, 1.0] -> normal map -> mixed shaders of different colors? It's a nice tool in the shading of fabrics. Don't overdo it as it leaves artefacts, and we need better tools if we want to make nap based true velour (where flipping fabric upside down basically makes it go very dark). Subtle color changes work well though.
This is some nodal magic here! Amazing work! I'm curious how long it took for you to get familiar with all the different nodes in order to use them as efficiently as you do in this video demonstration?
It really is a constant process and something you accelerate by trying to teach. Nothing makes you learn something quite like having to explain it to others. I'd say about a year to be somewhat fluent and it's now been around 2 years I think.
@@Erindale "Nothing makes you learn something quite like having to explain it to others", as a teacher myself, this statement rings true! Thank you again for sharing your experience and knowledge!
Nothing happens in 9:28 when I connect ping-pong node to the displacement(In the video, each square is shaped like a comb), I meant when I set the cycle render engine and apply sub-divisions, every little square is not transformed like a video, and it's lumped into a big triangle.
My guess is this will leave a lot of people stumped. A node setup this complex needs more detailed explanation. Good for you for figuring this out. Great results.
man, this is amazing - two questions; how efficient is this method vs image textures (with bump, disp, normal maps etc), and how graphics-intensive is it
Considering that you're rending inside Blender, performance is sort of secondary as you're offline rendering. You would definitely want to optimise the workflow if you were rebuilding this for mobile games in Unity etc. Procedural textures tax the CPU and image textures tax your ram / Vram.
@@Erindale cool, thanks - i mostly render single images and don't currently have a GPU (and only 8 gigs RAM), so i'll do a bit of testing to see which works best
I literally just made them real quick with a bush in Photoshop / GIMP/ Krita. I've uploaded mine here: drive.google.com/file/d/1LJkhGUml_K0R0JsMeN2pxarpAfhJc8vj/view?usp=sharing
great tutorial. Fantastic. Amazing reality. My only teensie weensie complaint is the audio. I could barely hear you whispering and you were speaking really really really fast WHILE whispering. I just tried to follow the visual and had to turn up the audio and replay where needed. This is a very very very tiny tiny critique and I know as you said, you were doing this late at night/early morning so possibly you had to be very quiet.
Ah sorry! RUclips generally does pretty accurate subtitles with my accent so that's an option! I did boost it higher to start with but then I get told off the ASMR vibes 😂 I had people sleeping in the rooms adjacent to my studio hence the especially quiet one this time!
Thank you very much! Great tutorial! Although a bit advanced for me... You could sell/share the file!!!! By the way, it would be great if you could make a jacquard/brocade fabric tutorial in the future!!!! Thanks again and regards!
There are a certain amount on blend swap and blender kit and gumroad. There's also one that was just people's procedural textures that I think died off pretty fast. The issue is quality. Someone needs to be curating it because so many shaders are terrible or very single use. It's a good idea in theory though! I think the asset browser is going to make asset sharing a lot more accessible
@@Erindale is there a way to import and export shader nodes as text files? so when u import the data, the shader is beeing generated for you automaticly
Lovely result! I think I'd go with slightly fewer hairs and it'd probably make sense to also have a hair density texture so you get a feeling of varied levels of wear Really curious what you'll do once particle nodes are more advanced
Agreed! I could have probably just made a few little bezier stands and used geo nodes but I wanted to be picking up the underlying material colours. I honestly can't wait for everything to be node-based. The linear inputs we have now all jumbled together are very cumbersome.
Now I have another issue...when I attach the ping-pong to the displacement it just shows a black and white checkerboard pattern on the plane, it doesn't displace it like crazy like in your video. I can't figure out what I did wrong at all
Have you added adaptive subdivisions? You need to have the experimental feature set enabled on the render tab for Cycles for that option. Also double check that you have enabled displacement in the material options and that you're in Cycles rendered view.
I didn't follow the tutorial but sat through just for the ASMR, you might want to consider opening a second ASMR channel, and recite some technical words one by one.
My image texture is a 1px strip of colour. It's just used for the colours. If you have a good tileable weave texture that's the exact colours you want at the scale you want then I'd definitely use that instead 👌
One addition that might be useful is to replace the fabric color PNG image texture with a simple horizontal black-to-white gradient image. Then use a colorRamp set to Constant interpolation to create custom fabric patterns directly in the nodetree. Then, you don't have to pre-generate color maps for different patterns, you can create and adjust them right in the graph.
Yes great suggestion. Definitely let's you have a lot more procedural control!
Only 55 sleeps until Nodevember!
EDIT: Wow there are some bad cuts in here. Serves me right for editing at 5AM and not listening through. Sorry for the repeats!
Personally, I'd have to go over all this 100 times to even have an idea of what you're doing. I'm going to start. I want to make a corduroy material and this looks like the most in-depth fabric tutorial I've ever seen. Many secrets revealed. Many thanks.
Thanks! You'll get it. Corduroy is an interesting fabric. Definitely look into how the weave is formed in real life as fabric making is fundamentally very mathematical. If you can work out how to replicate the maths then you'll be able to make a great material
Thank you for uploading the final node tree in a readable resolution, you'd think everyone would do that for tutorials like these but it's surprisingly uncommon
Glad it's useful! I always find it can be worth having something static just to check against
Wow, your calm voice makes this feel like a mathematical Bob Ross episode :D
Hahahah thank you kindly!
Yes, absolutely right! I always almost fall asleep while hearing his voice... :) Like some meditation, and ASMR experience.
This material is simply excellent. Best fabric material I have ever seen inside of Blender.
Amazing to hear! Thanks so much
awesome Erin!! it's funny how one would easily think.. nah it's good already without particles, but once the threads added the final result really brings it to another level!!
So true! It's always the last few percent that do a lot of the work
You are literally turning reality into math...amazing
Realism you achieved is incredible!
Thanks so much
This is really nice. I'll be using this at some point.
Thanks! I might start doing a few more shader things again
Im still struggling with nodes but hopefully one day I'll be able to join nodevember hehehe!
Thanks for this tutorial!!
Regardless of the cuts I enjoyed it.
Thanks! Luckily there weren't too many mistakes :D
That render is worth the nodes headaches and shit, fantastic job man
Thanks so much!
This is fantastic, thanks for sharing your knowledge. It seems there's two schools when approaching something like this. Either keep it all in house and use the native software to push the boundaries or go the mechanical route and model, uv, substance etc. You could say the mechanical route is easier which is why it's more common but I would aspire to learn the former method.
Really cool! And an advert for using frames and groups to organise your nodes! 😉
Wow amazing work. Thank you for sharing!
I typically do 1/density then multiplied with my nominal height of choice, rather than nominal height of choice/density, whenever I want to scale down displacement based on texture density. You also forgot to do that on the bump node, so the distance will remain fixed across all texture sizes and really mess things up. The wiggly noise can be 2D, no need to go 3D if you only give it a 2D coordinate like a UV.
Have you ever toyed with using i.e. [0.5, 0.4, 1.0] and [0.5, 0.6, 1.0] -> normal map -> mixed shaders of different colors? It's a nice tool in the shading of fabrics. Don't overdo it as it leaves artefacts, and we need better tools if we want to make nap based true velour (where flipping fabric upside down basically makes it go very dark). Subtle color changes work well though.
Holy sheesh! Pure genius. Beautiful.
Thank you so much Erin, another tuto I definitely have to do;)
👍🏾👍🏾Wow, excellent, many thanks!!
Excellent. Love these shader tutorials!
Thanks! It's been a while since I've touched shaders on this channel!
Awesome result :) Thanks for the tutorial
wow!!!! I was impressed!! Thank you for this amazing tutorial!!!
Thanks so much!
This is some nodal magic here! Amazing work! I'm curious how long it took for you to get familiar with all the different nodes in order to use them as efficiently as you do in this video demonstration?
It really is a constant process and something you accelerate by trying to teach. Nothing makes you learn something quite like having to explain it to others. I'd say about a year to be somewhat fluent and it's now been around 2 years I think.
@@Erindale "Nothing makes you learn something quite like having to explain it to others", as a teacher myself, this statement rings true! Thank you again for sharing your experience and knowledge!
Great tutorial! Thankyou so much for making this and sharing it! I learnt so much!
Amazing
simplemente genila!!!!!!!!!!
Thanks!
great eye for details! Looks so goooood! :)
Thanks TT
Genius.
Nothing happens in 9:28 when I connect ping-pong node to the displacement(In the video, each square is shaped like a comb), I meant when I set the cycle render engine and apply sub-divisions, every little square is not transformed like a video, and it's lumped into a big triangle.
My man just procedural-created what (to me) is weeks worth of a stitch texture at the 2 minute mark.
My guess is this will leave a lot of people stumped. A node setup this complex needs more detailed explanation. Good for you for figuring this out. Great results.
man, this is amazing - two questions; how efficient is this method vs image textures (with bump, disp, normal maps etc), and how graphics-intensive is it
Considering that you're rending inside Blender, performance is sort of secondary as you're offline rendering. You would definitely want to optimise the workflow if you were rebuilding this for mobile games in Unity etc. Procedural textures tax the CPU and image textures tax your ram / Vram.
@@Erindale cool, thanks - i mostly render single images and don't currently have a GPU (and only 8 gigs RAM), so i'll do a bit of testing to see which works best
Oldie but goodie...
Is there a way to download that 1 pixel texture you used for this, or is there a way to make it yourself?
I literally just made them real quick with a bush in Photoshop / GIMP/ Krita. I've uploaded mine here: drive.google.com/file/d/1LJkhGUml_K0R0JsMeN2pxarpAfhJc8vj/view?usp=sharing
@@Erindale thanks a lot!
great tutorial. Fantastic. Amazing reality. My only teensie weensie complaint is the audio. I could barely hear you whispering and you were speaking really really really fast WHILE whispering. I just tried to follow the visual and had to turn up the audio and replay where needed. This is a very very very tiny tiny critique and I know as you said, you were doing this late at night/early morning so possibly you had to be very quiet.
Ah sorry! RUclips generally does pretty accurate subtitles with my accent so that's an option! I did boost it higher to start with but then I get told off the ASMR vibes 😂 I had people sleeping in the rooms adjacent to my studio hence the especially quiet one this time!
Impressive but logical. Awesome. It's time to train the brain to speak Alien Node's language ;o)))
Nice....
Math node is life :>
You're god damn right
Thank you very much! Great tutorial! Although a bit advanced for me... You could sell/share the file!!!! By the way, it would be great if you could make a jacquard/brocade fabric tutorial in the future!!!! Thanks again and regards!
i love your voice
Thank you!!
Wow
can you please make a youtube vid explaining every math node pretty please
Best to check Just 3D thing's channel :)
im so confused
wow
wondering if there is a online platform with procedural shader collection!?
There are a certain amount on blend swap and blender kit and gumroad. There's also one that was just people's procedural textures that I think died off pretty fast. The issue is quality. Someone needs to be curating it because so many shaders are terrible or very single use. It's a good idea in theory though! I think the asset browser is going to make asset sharing a lot more accessible
@@Erindale is there a way to import and export shader nodes as text files? so when u import the data, the shader is beeing generated for you automaticly
@@dinisdesigncorner332 Not as far as I'm aware no. Sharing node groups or materials directly is still the way to go :)
do i need to go back to school or what mate ? amazing mathematical equations here
Always more fun to see them in action visually!
Why don't you have a roughness map? You can make one using an inverted curvature map
It really makes fabrics pop
sos el puto amo!!!!!
Do people usually make this kind of complex nodes in blender, or is it preferred doing with other software?
Totally depends on your workflow. For commercial work in a multi software pipeline you'd be much more likely to use Substance 👍
Lovely result! I think I'd go with slightly fewer hairs and it'd probably make sense to also have a hair density texture so you get a feeling of varied levels of wear
Really curious what you'll do once particle nodes are more advanced
Agreed! I could have probably just made a few little bezier stands and used geo nodes but I wanted to be picking up the underlying material colours. I honestly can't wait for everything to be node-based. The linear inputs we have now all jumbled together are very cumbersome.
This sum good shi
can you also make fractals in nodes?
Kind of.... It's hard without loop nodes though but not impossible.
@@Erindale I have seen some people doing it in volume shader, but if it can be implemented as a 2d texture, that would be great..
how to use in blender 3.4 for displacement node? i cannot use bump from math ping pong node to bump.
Hello, if you've figured that out I'd be happy to know...
alrighty, then o7
Do you have a download for the blend file?
I do not, sorry, although the node tree is available in the description if you just wanted to copy it directly
Now I have another issue...when I attach the ping-pong to the displacement it just shows a black and white checkerboard pattern on the plane, it doesn't displace it like crazy like in your video. I can't figure out what I did wrong at all
Have you added adaptive subdivisions? You need to have the experimental feature set enabled on the render tab for Cycles for that option. Also double check that you have enabled displacement in the material options and that you're in Cycles rendered view.
I didn't follow the tutorial but sat through just for the ASMR, you might want to consider opening a second ASMR channel, and recite some technical words one by one.
I love his videos and hate his whispering voice :)
Come for Blender, stay for tingles.
@@notblenderguru im blessed with love for both, rare superpower!
Are you a goddamm wizard?
A wizard? I can't be a... a wizard!
I don't want to be that guy, but what's the point of using this super convoluted procedural material if you use an image texture anyway?
My image texture is a 1px strip of colour. It's just used for the colours. If you have a good tileable weave texture that's the exact colours you want at the scale you want then I'd definitely use that instead 👌
00:11 How to add a viewer node box in the shader screen??
Turn on the Nice Wrangler add-on and then you can ctrl+shift+left click on nodes to view them
@@Erindale Cheers, sorted out!
😔 no facecam
I didn't know I was making a tutorial until I was editing it 😭 this was originally just for one person and then I cut it down for RUclips last night
@@Erindale i felt like ur talkin to me only, liked it alot actually
@@JT11111 thanks! I just bought some fancy lights to up my face cam game so itll be back next time 😁
hello how can i make that image texture?
In Krita or Photoshop etc. Or even in Blender you could make a new image and paint it there. I just had a single pixel line
First
WTF!
wtf