an alternative solution for the brush stroke is, instead of placing the texture brush stroke AFTER the diffuse shader color ramp, you place it BEFORE, you can get more natural transitions by doing this
13:10 Generated coordinates give a 0-1 gradient at each of the XYZ axes. In this particular case, rotating by 90 degrees wasn't necessary as you could've just used the Z axis directly instead. Additionally, if you wanted a tilted gradient, Mapping is redundant to the other parts of the node chain. As it's translation (Add/Subtract), rotation (Vector Rotate), and scaling (Multiply/Divide) bundled into a single node. Personally, I prefer using Vector Rotate + Math Nodes , cuz I like the granular control separate nodes give me. That, and operating on floats (gray values) are cheaper than operating on vectors (purple). But you could prolly achieve the same thing you have with just a single Mapping node. Overall point being, you typically only need one or the other. EDIT: Hopefully that helps. ^^ Didn't wanna seem like I was ragging on the video lol. Just thought it might be worth bringing up.
Its so cool! but only thing that i find is fresnel... is it possible to change the color of the fresnel according to the light? because for example when I shine a blue light on it, the fresnel stays white
Ah yes! What you'd want to do is take your base color with the light color and use a blend mode (can try screen?) with a new color for a brighter color or you can multiply it for a darker color. You'd then feed that result into the A or B portion where your fresnel lives now. Hope that helps!
@DeliProductions LSM layer mask addon comes with a few nodes. 3 light nodes, rim light node, specular node that you can adjust the x and y of the specular, and a outline node, and and object gradient node
The Suzanne (monkey) with the texture is using a texture meant for a different model. I just wanted to a use an image to showcase you can use an image instead of just colors
@@DeliProductions İ can understand steps and what are you trying to...Yes I can use my own textures instead of colors etc. But its be better to built new specific one what im looking for in my humble opinion. This is; good shader capabilities example video thank you. İm not trying to implement negative/hate comment if so im really sorry. But in the end there is no solution (sake of the example.) Thank you for replying my comment kindly. Im just trying to absorb anything in net to learn something new.
@@DeliProductions im using Mac i9 unfortunately and it is not good for 3d applications because of internal graphic card. So im trying efficient solutions for that. Now im looking different gpu efficient shaders. Especially noise texture and ambient occ is my enemy they are crashing Blender... İm using them only as fac. Or ao not color for example. Even basic geo nodes doesnt work well its frustrating...
For the shader to look more hand drawn, use window or camera coordinates for all the textures, that way any brush strokes and detail looks flat.
I'll give that a try! Thanks!
looks interesting
an alternative solution for the brush stroke is, instead of placing the texture brush stroke AFTER the diffuse shader color ramp, you place it BEFORE, you can get more natural transitions by doing this
💯
@@tefindreams oooo I’m gonna try this out! Thanks for the suggestion!
really cool breakdown! thanks for sharing!
So glad you liked it!
Awesome!!! Thanks for sharing!!!
No problem! Thanks for watching!
13:10 Generated coordinates give a 0-1 gradient at each of the XYZ axes. In this particular case, rotating by 90 degrees wasn't necessary as you could've just used the Z axis directly instead.
Additionally, if you wanted a tilted gradient, Mapping is redundant to the other parts of the node chain.
As it's translation (Add/Subtract), rotation (Vector Rotate), and scaling (Multiply/Divide) bundled into a single node.
Personally, I prefer using Vector Rotate + Math Nodes , cuz I like the granular control separate nodes give me. That, and operating on floats (gray values) are cheaper than operating on vectors (purple). But you could prolly achieve the same thing you have with just a single Mapping node. Overall point being, you typically only need one or the other.
EDIT: Hopefully that helps. ^^
Didn't wanna seem like I was ragging on the video lol. Just thought it might be worth bringing up.
@@quackers969 not ragging at all! I believe we’re always still learning and this is amazing info to have! Thanks! 😁
@@DeliProductions 💙💙💙
This is cool I definitely will use this in a project.
Awesome! So glad you like it. Can't wait to see what you make with it!
Nice breakdown. Love the smoothness of the shader. I wish there was a Shader to RGB node for Cycles though 😂
Thanks so much! I haven't messed with Cycles before I didn't know Shader to RGB isn't a thing!
BRILLIANT.
Thanks so much!
Is there a site I can get these seamless tileable textures? Great tutorial!
I believe you can find some on some stock websites. These ones I used I made personally with Krita and a bit of Procreate
Its so cool! but only thing that i find is fresnel...
is it possible to change the color of the fresnel according to the light? because for example when I shine a blue light on it, the fresnel stays white
Ah yes! What you'd want to do is take your base color with the light color and use a blend mode (can try screen?) with a new color for a brighter color or you can multiply it for a darker color. You'd then feed that result into the A or B portion where your fresnel lives now. Hope that helps!
LSM Shader can do just that
@@LiquidStateAnim what’s LSM Shader? I haven’t seen that before
@DeliProductions LSM layer mask addon comes with a few nodes. 3 light nodes, rim light node, specular node that you can adjust the x and y of the specular, and a outline node, and and object gradient node
@@LiquidStateAnim oh cool! I’ll have to check it out!
@@DeliProductions ill get you a copy to review
What is your gpu my friend??
@@nepo10ball a 4070ti. Why what’s up?
Can u make a video about arcane / valorant cinematics shading of the characters? it will be so cool to watch it
(your shading is so close to them) thats why :D
Sure thing! I’ll add that into the list! Thanks for the suggestion! 😁
@@DeliProductions i'm waiting man! its been so exicted to watch it
Most of their materials are hand-painted into the textures
@@Oomiyaaaa Yup! Lots of hand painted assets and hand painting camera projections for shot specific backgrounds
This guy is gonna lose his mind when he finds out about object coordinates
is there a specific benefit to object coordinates?
@@DeliProductions All textures tile automatically if you use object coordinates with box project. You don't need to unwrap any of the objects.
any idea how to do this in unreal 5? mostly finding the equivalent of unreals shader to rgb node but im not sure what it is
Off hand I’m not sure but I have an idea of how I might be able to. I’ll play around with it and let you know if I can figure it out!
@@DeliProductions awesome ! cant wait to see !
The shader is nice but it doesn't even look remotely similar to the artwork shown in the intro. Looks like cheap plastic instead
Really sorry but it looks like just a Uv broken texture to me...
The Suzanne (monkey) with the texture is using a texture meant for a different model. I just wanted to a use an image to showcase you can use an image instead of just colors
@@DeliProductions İ can understand steps and what are you trying to...Yes I can use my own textures instead of colors etc. But its be better to built new specific one what im looking for in my humble opinion. This is; good shader capabilities example video thank you. İm not trying to implement negative/hate comment if so im really sorry. But in the end there is no solution (sake of the example.) Thank you for replying my comment kindly. Im just trying to absorb anything in net to learn something new.
@ no problem! Are you looking for something specific? Like how to create the texture itself instead of the shader the texture sits in?
@@DeliProductions im using Mac i9 unfortunately and it is not good for 3d applications because of internal graphic card. So im trying efficient solutions for that. Now im looking different gpu efficient shaders. Especially noise texture and ambient occ is my enemy they are crashing Blender... İm using them only as fac. Or ao not color for example. Even basic geo nodes doesnt work well its frustrating...
@@lightst33lAre you using Eevee?
useless