Material, Shading and Texturing Tips for Blender
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- Опубликовано: 10 июл 2024
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#blender #3d #b3d #water
In this video we'll be talking about simple shading tips and tricks that could improve your materials and overall shading experience within blender.
Important Links below:
- Thumbnail model: www.artstation.com/marketplac...
- Principled BSDF v2 Notes : wiki.blender.org/wiki/User:Lu...
- Blender 4.0 - builder.blender.org/download/...
- Shader Ball : sketchfab.com/3d-models/mater...
- Nugget Post : / 1676043512440295427
- Rotation Stackexchange Post : blender.stackexchange.com/que...
- Stylised Grenade: sketchfab.com/3d-models/jinxs...
- Stylised Violin Model: sketchfab.com/3d-models/styli...
- Military Radio Model: sketchfab.com/3d-models/old-s...
- Decals from : www.textures.com/
- IOR Website: pixelandpoly.com/ior.html
- Scifi Light Model : sketchfab.com/3d-models/tripo...
- Scifi TubeLight: sketchfab.com/3d-models/fluor...
- Blenderkit:www.blenderkit.com/
- Polyhaven:polyhaven.com/
- AmbientCG:ambientcg.com/
- Realtime Materials:blendermarket.com/products/re...
- Sanctus: blendermarket.com/products/sa...
- Poliigon:www.poliigon.com/
- Community Material Pack: curtisjamesholt.gumroad.com/l...
- Fluent Materilizer: blendermarket.com/products/fl...
So there are two PBR Painters, both of them good!
- PBR Painter:
blendermarket.com/products/pb...
blendermarket.com/products/ph...
- Quick Texture:
jamajurabaev.gumroad.com/l/CRbkx
- Surface Imperfections and Edge Masks:
zenshaders.gumroad.com/l/SpNG...
zakboxall.gumroad.com/l/YxYZE
jenskafitz.gumroad.com/l/Grun...
alaaeldien.gumroad.com/l/lzqZZF
Timestamps:
00:00 - 00:13 - Intro
00:13 - 01:06 - Principled BSDF v2 in Blender 4.0
01:06 - 01:39 - Better Cloth Materials in Blender 4.0
01:39 - 02:00 - More Material Updates coming in Blender 4.0
02:00 - 03:11 - Better Normal Maps in Blender 4.0
03:11 - 04:05 - The Randomness Shader Node
04:06 - 04:58 - Texture your 3D models in Photoshop
04:58 - 05:27 - Texture Controller in the 3D Viewport
05:27 - 06:56 - Texturing Stylized Models (& SQSP)
06:56 - 07:41 - IanHubert.blend
07:41 - 09:11 - Creating Complex Procedural Masks Easily
09:11 - 10:23 - I keep forgetting these shading tricks Exist
10:23 - 10:50 - Better Emission Materials
10:50 - 11:51 - Material Library Suggestions
11:51 - 12:33 - Some Paid Material Addons
12:33 - 12:42 - Outro
Music Credits:Music from (free for Creators!):
uppbeat.io/t/braden-deal/tourism
License code: AQAN7N44OBA2GAYD
As a fellow lazy 3d generalist I appreciate your laid back vibe and style of explanation, You've got a subscriber!
Love that empty texture control!
It's kinda stupid if you think about it 😂 but I like it.
Great video! And no offense but your title has a typi 😅
*typo
Why would I take offence. Thanks for telling me that. I just fixed it
@@Lenny-nl1cedo did yours 😂😂
Just discovered your channel and so far I really like the stuff you are making. I think its because you also seem to be the kind of guy that doesnt want to spend more time than necessary on stuff while maintaining a decent quality. Keep it up dude.
Thanks a lot man. Thanks for saying that
nice, our brother got sponsered. Keep going!
Man, You have some Excellent Tips, Thanks for shareing 😍
Awesome Vid! Well done dude!
Great highlights! Thanks for your informative insights! 👍👍
Good stuff, thanks!
Great tips thank you!
Some really helpful stuff in this tutorial! Thank you!
Amazing tips, but also just really enjoy listening to you. You're funny, friendly and very pleasant and ontop of that very informative. Earned my sub!
Thanks man. That means a lot. Needed the confidence booster
I always appreciate how much info/links you put in the video notes.
Ikr. I hate doing it. But I hate not doing it too 😂
this was just a great video, thanks!!
That's awesome! Thank you so much for the update video, i would've never noticed
Happy to help man
Great tips! ❤
i obviously get overwhelmed by the thought that you posted and ill get to watch another of your videos! never stop doing this pls
such a good tut, full of great unforgettable tips
Thanks man 😊
So many helpful things here! Thank you
This channel is awesome!
Something I just learned recently digging through helps files about the Principled shader is that on opaque material is you need to adjust the Specular for proper IOR. From the documentation: In Blender IOR is controlled by the value Specular using the formula of specular = ((ior-1)/(ior+1))^2/0.08
So for instance the default 0.5 specular = IOR of 1.5
Yeah I recently read that too. Unfortunately after the video was already made. I'll keep it in mind for a future video. Thanks for bringing it to my attention tho
So what does the IOR socket do then ?
@@nathandubuc9962 that's for refraction through the transmission setting, the specular setting controls the dielectric specular reflection which is calculated through the above equation using the ior of the desired material. you could make a simple node setup to handle this automatically
@@nathandubuc9962 That's for transmission only. Subsurface scattering also has its own IOR value. Basically there are three different IOR's for three different parts of the Principled shader, all independent of one another.
Great video!
Its a good day when stache posts... I love that tip about the empty control! Its something i couldve come up with but just never did!! and yeah even saving a couple seconds adds up if you do it long enough
and btw,, the default subsurface scattering is for human skin! i change the values to all be 1 so it doesnt look so fleshy
Hunn weird. Why are PPL liking that stupid tip so much 😂.
I appreciate you being here tho. And I haven't checked out your latest video. But it's in my watch later. So I'll watch it asap. The thumbnail looked really good.
@@stache_obj letsgooooo thanks!! and i think its bcs pros wouldnt even think of something like that so its really interesting
Great video! So many brilliant simple tricks I never even thought about messing with.
Glad I could help
It's unfair how good Nugget is at this stuff, love them
Oh yeah. Crazy talented
You got that right, brother!
Every tip blew my mind and the resource drops are wonderful. I wish I could like this video multiple times.
Thanks man. Glad I could help
I've learned Object Info just now and my jaw dropped :O It would help so much with my previous projects, thank you
Ikr. Crazy lil node. Happy to bring it to your attention
The only channel i have with notifications on tbh, i never thought i'd be so obsessed with the quality of the videos of a blender channel but here i am, can never stop watching your content..
raghav dude that means a lot man. Appreciate the constant support from you
this video is pure gold
THE GOAT IS BACK!
Happy to see you're uploading more often 🥰🥰
Literally gonna disappear for 25 days again
@@stache_obj Good videos require lots of time, we understand. Keep it up, buddy! 👍
the .psd directly in blender thing is a life saver for my VRChat world development, because with the "Auto Reload" Blender addon, my textures auto-update in both Blender and Unity. To go the extra mile, I load my world directly into unity as the .blend file, so the entire world auto-updates as well.
Uffff. That sounds like the perfect ecosystem
I use Blender with Unity also because of the model refreshes!
It works so fantastically well… used to use 3dsmax before but it takes incredibly longer (of course Autodesk) to launch the background process that does the import.
Didn’t know about the auto reload texture Blender add-on, thanks for the heads up.
5:20 you can use it for a gradient texture as well, so u have easy control over your masks
Oh hell yeah. Great tip
Sweet!
Those are great tips, thanks for sharing ;)
this is gold
Thanks for the shoutout 😁
Glad that my Twitter post actually resulted in some real changes!
Heyyyy. It's a huge contribution. You have no idea. Didn't you see how quickly it got added as an update. How often does that happen 😅.
So appreciate you always pushing blender beyond its limits.
Useful tips
Wow that was usefull
Nice video❤
Thank you for the tips!
great vid dude! amazing tips and a great reminder to not always over complicate!
nocky! Glad to see you here dude 😊
Great videos as always!
Another great video, please keep them coming 😍
Thank you Carlos. Appreciate it my brother
The legend strikes again! Thanks Stache! :)
Very dope
great vid as usual 👌
your videos are always great and so dense. I will have to watch ocasionally. thank you.
Thanks man
Top quality content sir. I’m subscribed.
Thank you good sir. I'm indebted
amazing video! thanks!!
havent seen the content yet, save to watch it later. i know its must be good just by the intro. subscribed!
Hell yeah. Lezzz go
Man, more stache, just in time for night shift. Looking forward to this
😁
that lighting layer weight trick finaly helped me fix ugly emission problems i had
Heck yeah. We have ducky 3d to thanks for that
Nice Tips N‘ Tricks 🔥😎🙏
What's up with your username 😂
Bit of an odd compliment here
but I absolutely love your voice??
I've watched many videos like this, but your voice genuinely charmed me lol
Hey I appreciate that my man. Coz I got the opposite thing a lot too where PPL hate my voice and the way I speak.
So I do really appreciate this 🫂🙏🏻
Nice to see you using Object info and random! I use it all the time and haven't seen it in use very often. The use case for the foliage is _exactly_ the first thing I used it for, and an almost identical node setup too :D
Good tip with the layer weight for emission. That''ll be handy. Subbed!
Ikr. Love object info. Glad to know I'm not the only one using it on foliage
@@stache_obj Used it another time to randomize the colours of hundreds of instanced cars. Random plugged into the fac of a colour ramp set to hsv and far interpolation, and then multiplying that colour by (simplifying node network into code) sin(random * 1000000) * .5 + .5 gives you pretty much all colours and shades!
For literally every possible colour, you can use the HSV node, and plug in sin(random * 10000) * .5 + .5 into saturation and value, with 10000 just being some very large number, different for each slot by an order of magnitude or so. It works really well for colouring uncountable numbers of objects uniquely! _Sorry for the paragraph, too excited to discuss Blender shader nodes_
I've found that it's handy to map some of your noise textures with world space mapping too, if you have something where you want linked duplicates but different noise, like dirt or damage on walls of similar buildings. Especially with modular building, where you use the same wall in a bunch of places on the same building.
@@darrennew8211 I often use world space mapping too. Even in Unity shaders. I don't see it being used very often either... perhaps it's ba practice? But why? is it more expensive? Dunno. Until I get a valid reason I'll continue using world space :P
The empty tip was worth the cost of subscribing alone! Such a good channel.
🙏🏻 appreciate it
Just wish this list never ends ❤
Nice wideo!
awesome bro , you are being consistent
+-
Time to disappear for the next 25 days now
the voice is so burned in in my mind ....
stable.💪great showcase... Danke ....
My voice?
Thank you!
DECALLSS!!!! Decals are the best
I like that. I wish everyone shared the same enthusiasm for decals
5:07 That one can come in handy. Thank you!
You are a goldmine bro. Thanks
Invest in me to get great returns
Nice decUls
😂
I wish they'd also add a toggle to the normalmap node to mark the image texture thats being plugged into it as OpenGL or DirectX, as if its a DirectX normalmap the bumps and indents get inverted. Plus I'm kind of tired of always having to add the extra nodes to seperate the green channel, invert it, then combine it.
also hope they fix issues with subsurface scattering in cycles, where in my experience it can cause a strange effect where the topology of the model becomes visible on the material - which doesn't seem to be an issue in eevee since its screen-space SSS
yaaaaaaaayyyyyy new video les goooooooooooooooooo
Lezzzz gooo
4:42 I'm stupid, too, but not a 'pos'. I think the psd image files feature will save me a LOT of time, then I'll replace it with a png after all the iterations.
Great idea
Highly recommend using image textures, especially if realism is the goal. The surface imperfections are too good
Literally have a procedural mold texture that I can control the position of on an object using an empty, and yet such a simple empty control trick never even occurred to me lol.
good vid
Good comment
Wow. I don't often leave comments, but your videos are packed with great tips. I love how, through a common thread, you jump to all kind of tips, from quick shading tips, general knowledge, node setups, different ways to achieve something, free and paid addons to help, updates and software improvements... There's something for everyone, and you're pretty sure you'll at least learn one thing. Or 50, in my case. Awesome work, great channel. Congrats man !
Aww man. I love when non commenters comment. It's always so genuine and heartfelt when they do drop one. I am pleased that you found the video helpful on so many levels. I appreciate you taking the time out to write these kind words. They've given me the boost to make my next video even better. So thanks a lot.
@@stache_obj Happy to hear it, in the meantime I'll have a look at all the backlog of videos on your channel. Cheers man
What happened to the 210 surface imperfections?
I can't buy it
3:51 andrew spencer - that was me who posted this question - what are the chances to see it in a youtube video!! this is hilarious :)
No way. 😂😂
Thanks for posting the question dude. I feel like I learned something really important coz of it
@@stache_obj me too! i'm kinda surprised nobody asked that question before.. because this feature is pretty useful when scattering objects on the scene
Oh yeah. It actually took me some time to find a relevant post. And I finally landed on your question after a lot of digging.
Again, great question. Gonna help me out a lot in future projects. Appreciate it
7:03 where do you get the images from?? Google is too hard you have to know that you want, is there a website you get your reference from??
Unsplash, pixabay, pexels
I'm not sure if anybody notices but I really like the big custom Cursor. Makes it easy to see where you are pointing in the screen. Know where I can find those big cursors or programs to make one?? Windows aero sometimes not big enough when navigating with 2 screens.
Oh yeah. I intentionally made it huge for these videos. I made it big in the default windows settings
Thanks @@stache_obj! I didn't know this was even a feature in win10. You surprise me every video release and reply!
Could you please share a link to the nugget post that shows the node setup too? i cant seem to find it
Did you check the description?😅
@@stache_objYep the description has a link to the first post he made(1/4)not the one with the node tree(4/4) correct me if i am wrong i dont use twitter or now x so i dont know if it is in the same post
@ektorthebigbro it should be there if you scroll down
I miss the Default Stache Cube. Hopefully he comes back soon!
He's on vacation. In Cuba.
@@stache_obj Aaaaaaah I see what you did there. :-P That's why I subscribe.
😂😂😂. Heck yeah
At 8:29. what I don't get about the Pointiness node is as to why white portions are only visible on the vertical 'edges' of the model, and not the horizontal edges too. Are those not pointy as well?
Yeahh you're right. How did I miss that. Did u try it on one of your models, or just observed it in the video?
@@stache_obj Observed in the video. Away from the laptop at the moment so I can't test it out atm
What's the deepbump plugin you're using? Or does that come with blender by default?
No you'll need to download it. Google it. It's quite famous
@@stache_obj cheers, the GitHub page threw me off thinking it wasn't a plugin.
for the shading, i always strugle with normal map, when i download from another source some times the xyz is fliped, to much energy to fix the normal...
@@blendersarelikevegans if you work in huge project it's not efektif, some Times not left n right been flip but also up n down, or sometimes must invert tg x/y. Value.
i really want nvidia denoiser node to come in the compositor as well in blender 4
How do you edit your videos? Like the aesthetic
If you can define what my aesthetic is, I'll tell you how I do it. Coz I'm just editing mindlessly tbh.
idk who needs to hear this but blender now supports USD so you can export pretty much everything very fast to unreal engine which comes with a new material system Substrate. Its crazy accurate, higher visual quality than this and runs in real time. If you feel the need you can even path trace it.
Lovely stuff my man ! Keep up the great work ! I have a question : have you ever tried playing with Octane for Blender ? if yes, what's your opinion on it compared to Cycles ? Thank you
No I haven't dude. I really want to but haven't had the time. It's a good video idea too. I'll keep it in mind. But no promises.
But yeah, haven't used it yet. Don't know anybody who does either. So no opinions.
But in the end, of course, it always depends on what you want to achieve. What bothers me about Cycles is that touch of painted. Even if it's minimal compared to a spectral renderer like Octane or even Luxcore, it doesn't look completely real. I hope cycles will be adjusted in the future to increase the realism.
@@winfriedweis I do agree with you, Cycles has some sort of a "cartoony" glowy look to it, I can't put my finger on it maybe be because of the way energy conservation is calculated idk. Also I might be wrong but, I noticed that Octane for Blender is slower than Cycles, although Octane is know to be the faster render engine in general. Do you have a similar experience or is it just me ? Thank you
No Octane is unfortunately much slower than Cycles in the viewport. Luxcore also maybe a perceived 10% but that is still within limits. It depends on what you want to achieve. Octane is industry standard so if you want strong realism stick to it and accept waiting times. I am testing with Luxcore right now. Also looks good, think better than Cycles in terms of light. And Cycles is just very fast and great, but just not designed for extreme realism unfortunately.
@@winfriedweis you have to forgive me, I will ask you one last question since you seem to know your way a bit in octane for blender. Have you found a way to simulate the spread parameter in cycles area lights with octane ? is using physical barn doors (planes) the only way ? you can control the shape of the light but not how harsh it is with this technique. I appreciate your answers
Not me watching a guy do the Photoshop thing with Unity and being like "I wish that was in Blender"... Turns out it is :) Thanks for the great video!
Heck yeah. Happy to help man
Present Sir!
🖐
I would like to see support for .pdn files
Cool
Cool
Substance Painter, can be bought on Steam for around 150$, perpetual license.
The older version?
@@stache_obj 2023
Like the ianhubert.blend and the moth nods
Good eyes mate 👀
I used to crank the sheen up to painful 2 or 3 or even higher sometimes to get the result, not anymore
Not anymore 😊
5:40 that you still have to go to sculpt mode to get smooth vertex painting is absolutely nuts! Why can’t they backport those optimizations to the regular vertex and texture paint modes?
It is kinda stupid ngl
God damn you are glorious for making these videos
Glorious. Gonna tattoo that on my forehead
wow! so many new features, but where's the transmission roughness input in the new principled shader!?
That was a useless slider.
@@stache_obj You are right, I never really touched it, but I was wondering how to reproduce the same effect without it in case I need it in the future
mix a glass shader with transluscent shader maybe@@repositorytutorial3d50
Tip for the PSD-thing. You are aware that Photoshop has a quick-save option? it defaults to PNG. Hit the key, boom
Oh yeah. Great tip. I keep forgetting that Exists. Thanks man
did you make the project in your thumbnail?
I've linked the model i used in the description. I did light it and compose it myself. Which was kinda easy coz the model was soo good!
@@stache_obj cool thank you
Is Principled BSDF v2 already in Blender 4.0 Alpha?
Yeah. It's not called that anymore I think. But some of it's features are already gere
@@stache_obj Thank you! This is what I'm looking forward to the most
Mmmm... I like these more advanced options, but I wish there was a way to hide some of them to make Blender more accessible and reduce the amount of visual noise (either by creating a "Simplified GGX" or, at least, group widgets into collapsible blocks). Trying to explain what anisotropy, clearcoating or transmission is very difficult and most times you do not need all those options.
I think it's just trying to maintain the regular standards of material settings as in other softwares as well
@@stache_obj Yeah, and that's completely understandable... but I fear most professionals are forgetting how all this complexity can make "normies" afraid to even begin to use those software solutions. As a teacher, I believe there should be "accessibility options" so that we can slowly introduce all these concepts to beginners. These video tutorials are great in that regard... yet, until they are integrated in the Blender UI, we should put ourselves in the shoes and allow them to "discover" these advanced options at their own pace, without inducing choice paralysis.
I always thought Blender shader looks bit off compared to Arnold and other pro engines. Hopefully this helps
Exactly how does one use decals?
Google it. Your life's gonna change
4:51 that .psd helps a lot with iteration, but I still wish blender could support .dds textures.
The heck is .dds