How to add REALISTIC Dust and Hair in Blender

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  • Опубликовано: 14 окт 2024

Комментарии • 58

  • @gordonbrinkmann
    @gordonbrinkmann 11 месяцев назад +53

    Quick tip: instead of changing the inputs of the Transparent BSDF and the Diffuse BSDF to be able to increase the mix factor, just leave the inputs as they are and decrease the value.

    • @EJ3D_Art
      @EJ3D_Art  11 месяцев назад +16

      Yea I should have done that but for some reason I didn’t, haha thanks for pointing it out.

  • @kodi.hartMTB
    @kodi.hartMTB 11 месяцев назад +3

    Love the professionalism Ethan, so sick 🙌🏽

  • @Hopp5ann
    @Hopp5ann 11 месяцев назад +8

    great video and those renders look so super duper realistic i thought the pen was real for some seconds :P

    • @EJ3D_Art
      @EJ3D_Art  11 месяцев назад +4

      Thanks man, awesome to know that the pen looks realistic!

  • @DarcyDaddow07
    @DarcyDaddow07 11 месяцев назад +11

    give the man 1 million subs already. Quality editing Ethan.

  • @henriramert3030
    @henriramert3030 11 месяцев назад +5

    Great Video! Great explained in short time but still enough in depth to follow. Its so great how much realism this adds

    • @EJ3D_Art
      @EJ3D_Art  11 месяцев назад +2

      Yea it’s a neat trick

  • @Ponlets
    @Ponlets 9 месяцев назад +1

    finding this video again proved to be too hard ... why ... its so damn useful

  • @dbbgba
    @dbbgba 11 месяцев назад +2

    Nice, simple and effective setup, i need to play with particles more

  • @CGLife
    @CGLife 11 месяцев назад +3

    Sick stuff man!

  • @NightVisionOfficial
    @NightVisionOfficial 11 месяцев назад +1

    Dude, i was watching that dude some time ago, and thought of making it in blender too. This is amazing xD

  • @shoeling
    @shoeling 10 месяцев назад +1

    always wanted to know how to do this, thank you

  • @MoltenPie
    @MoltenPie 10 месяцев назад +1

    Cool idea and not a bad tutorial. But it would be nice if you actually used rendered view of what you do, especially when you set up materials and perform finishing touches.

  • @legome_theog
    @legome_theog 11 месяцев назад +4

    super useful!! looks really hyperreal, I'll definitely use this, thanks!!

    • @denisspap
      @denisspap 11 месяцев назад

      hi lego me

    • @EJ3D_Art
      @EJ3D_Art  11 месяцев назад +2

      Thanks so much! I just watched your presentation at the blender conference and thought it was awesome! Your work is really inspiring.

  • @thisisrhun
    @thisisrhun 11 месяцев назад +2

    Nice tutorial, definitely will use this!
    To improve the workflow, maybe you could throw in an ambient occlusion map to get more dust on the crevices and less on the ridges?

    • @EJ3D_Art
      @EJ3D_Art  11 месяцев назад +1

      Yea I was thinking that but not sure how to use it in a particle system

    • @fiveoneecho
      @fiveoneecho 11 месяцев назад +2

      @@EJ3D_Art I'm not sure you could do this with the default particle system. You could do it pretty easily in geonodes by referencing a texture image for the density map instead of the vertex weights (you could also just implement ambient occlusion in geonodes as well fairly easily if you didn't want an external reference). This would let you use any shader-/texture-based workflow for the AO. I would just bake the ambient occlusion from the cycles node onto the texture.
      Edit: the other benefit with a texture image is that you don't have to deal with the jankiness of vertex painting on a low-density mesh.

    • @EJ3D_Art
      @EJ3D_Art  11 месяцев назад +2

      Good idea, I’ll definitely try this.

    • @fiveoneecho
      @fiveoneecho 11 месяцев назад +1

      @@EJ3D_Art make sure you use a named attribute node referencing the UVMap attribute as the vector input for the image. I can’t tell you how many times I’ve forgotten to do that and been confused about why the texture is not lining up by default like it does in the shader editor.

    • @EJ3D_Art
      @EJ3D_Art  11 месяцев назад +1

      Haha, yea I’ll make sure to. Thanks for letting me know

  • @sheikhzaid8672
    @sheikhzaid8672 11 месяцев назад +2

    Very useful tips, explained the process in an easy way. Thanks for creating this tutorial. You deserve more subscribers and likes. Keep going :)

  • @eprogram6523
    @eprogram6523 11 месяцев назад

    You got on my recommended and you deserve it x100

    • @eprogram6523
      @eprogram6523 11 месяцев назад +1

      The fun thing is that you can also bake it in the normal map

    • @EJ3D_Art
      @EJ3D_Art  11 месяцев назад

      Thanks man, good to know you liked it!

    • @eprogram6523
      @eprogram6523 11 месяцев назад

      :)

  • @EthanFilms
    @EthanFilms 11 месяцев назад

    I'm only 4 seconds in, renders look great, is also named Ethan and does 3d? subbed.

    • @EJ3D_Art
      @EJ3D_Art  11 месяцев назад

      😉 thanks man

  • @abubakirbalfaqih9641
    @abubakirbalfaqih9641 5 месяцев назад

    Great stuff thanx

  • @stefanguiton
    @stefanguiton 11 месяцев назад

    Excellent video

  • @13Js0
    @13Js0 10 месяцев назад

    woah thanks

  • @ate-ē-ate
    @ate-ē-ate 11 месяцев назад

    Thanks

    • @EJ3D_Art
      @EJ3D_Art  11 месяцев назад

      All good man, hopefully it helps!

  • @Gr13fM4ch1n3
    @Gr13fM4ch1n3 11 месяцев назад +4

    Legend. Absolutely needed this for close up character portrait for skin flakes.

  • @AshT8524
    @AshT8524 11 месяцев назад

    Whack'em pen 😂🤣
    Awesome video btw ✨
    *subscribed

  • @mrtelevision8079
    @mrtelevision8079 11 месяцев назад

    Good tutorial.

  • @Kregori
    @Kregori 11 месяцев назад

    Awesome!🤘

  • @МагистрЗелёнки-р1х
    @МагистрЗелёнки-р1х 11 месяцев назад +2

    Is it possible to do this in geometry nodes using a new hair system?

    • @EJ3D_Art
      @EJ3D_Art  11 месяцев назад

      I’m not sure, but maybe? If there was a way it might have more control over the scattering.

    • @TripTilt
      @TripTilt 11 месяцев назад

      absolutely. You can use vertex groups and more in geonodes as well.

    • @МагистрЗелёнки-р1х
      @МагистрЗелёнки-р1х 11 месяцев назад +1

      @@EJ3D_Art It would be great to use a new fur system to make plumage for birds, in this system the length of the particles is very conveniently adjusted and if they are replaced with feathers, then an ideal coating will turn out.

  • @EladBarness
    @EladBarness 11 месяцев назад +1

    Looks really awesome thank you
    Now do another one with geometry nodes instead of particles :)

    • @EJ3D_Art
      @EJ3D_Art  10 месяцев назад +2

      working on it now!

    • @EladBarness
      @EladBarness 10 месяцев назад +1

      @@EJ3D_Art really? Awesome!

  • @gaugea
    @gaugea 11 месяцев назад

    sick

  • @lestrucsdeflo
    @lestrucsdeflo 11 месяцев назад

    Boss 🙌

  • @dwsel
    @dwsel 11 месяцев назад

    Dirty! I like it! 😁

  • @azain47
    @azain47 11 месяцев назад +1

    wouldn't that be easier to do in geometry nodes ?

    • @EJ3D_Art
      @EJ3D_Art  11 месяцев назад

      Maybe? I’m not sure, I tried it but it just seemed a lot easier to teach and recreate using a particle system.

  • @BathroomTile
    @BathroomTile 10 месяцев назад

    my dude, scale your UI. Not all of us have a 20k resolution screen.

    • @EJ3D_Art
      @EJ3D_Art  10 месяцев назад

      Haha, scaling it up now!

  • @christophseibel1765
    @christophseibel1765 11 месяцев назад +2

    imagine still using the particle system for scattering lol

  • @JointManJoe
    @JointManJoe 11 месяцев назад +1

    dude, your pen is filthy