Thank you for the enlightenment, Ponte , I always appreciate your time to educate us, I've got all the add ons , now I know how to use it properly, thank you again.
Man, you wait till tomorrow, a 1.5h tutorial is dropping on texturing the upcoming course mech AND rendering in EEVEE with volumetrics, AND post processing.
At 08:33 I love it when you find nifty features like that; by just placing dirty node in between. lol I had definitely materials for a while. Good Stuff, cheers!
I bought the bundle the other day and I’m still grappling with the UI. Materials is something I thought I would figure out way down the line, but this makes me more excited to play with it more. Thanks for the overview 🤙
I'm sold....along with Kit Ops Pro...better not to tell to my wife how much I've been spending lately with addons for Blender ;) it's definitely worthy though!
Do you know if the method you applied around 8:08 where you combine the dirt with the metal. I am trying to do the same thing with my base material as rubber instead of metal. I am not experiencing any changes though. Does this method only work with certain combinations of materials? Thanks a lot.
Very interresting and cool video. I bought the material system a while back , but never really used it that much. Originally i thought i would render more in blender , but my focus now is more on using the Unreal Engine, create stuff in blender but export them to unreal and use unreal materials. But who knows after seeing this video i might even give it a try again. At least for some fast renders or so. Thanks for another cool video. 👍
Yuo wait for tomorrow mate. I am droppjng a full on 1.5h tut on texturing and rendering this one cdnb.artstation.com/p/assets/images/images/030/443/123/large/ponte-ryuurui-raven-eevee-ryuu-render.jpg?1600629659
You know what would be great? If we could stack and mix some of those dirt/grime/etc materials (with a shortcut like shift click on add or another button), something that adds mix shaders automatically or something. It would be similar to how substance designer/painter works. Because my only gripe with what has been shown (which is still amazing mind you) is that it’s only seem to be modifying the base color of the whole PBR material... it would be amazing if we could mix a full PBR set. Example: start with plastic (which puts all the base color, metal, roughness, etc values), then add a dirt layer (bottom up, bottom down, noise based, cavities base or whatever) with it’s own set of color/roughness/normal with a slider to mix how much ‘surface normal’ to take from the base layer too. This would effectively add a ‘real’ dirt layer on top of the plastic. Maybe then add some ‘scratches’ which would revel some metal dents (a metal color with, again, low roughness, high specular, full metalness, etc)
That was very cool, now I wanna buy it. Question, when you dropped the last insert, I noticed that the entire insert inherited the material from the surface on which it was dropped. Is it possible for the inserts to have or carry in their own materials? I would expect so, like if an insert contained a chrome screw head or a lighted LED or a glass lens, we'd want to see that.
So which is better... decals or inserts? My guess would be inserts. Inserts provide actual geo, therefore displacement (not just bump), and would then probably look more realistic. Also, when creating new inserts, can I assume no baking? No height maps, etc. Decals are super cool too, no doubt, but these inserts look stunning. I was tempted to say that decals can wrap around a corner/curve and that an insert cannot because it's a 3D model, but at the end of this video, an insert dropped directly onto a spheroid surface and it deformed perfectly to match, so... wow.
You are asking wrong question, the right question would be which one is better in what situation. Decals are fast, and if of good quality it is very hard to tell if it is geo or decal, they are also super low on geo. You need both. I use decals way more than inserts, but I have good quality decals.
Hey Ponte, I’m really loving Kit Ops. Was wondering if you think It would be practical to use to store Quixel environment surface materials? Especially with the KO Batch addon? I’m interested wether you find Kit Ops good for non-procedural materials? Do you know of a good tutorial to look at for this sort of purpose? Thank you!
Great Video! Been looking at this for long time, i recently installed KitOps pro but for some reason don't seem to have as many texture materials as you do :/ for instance the materials listed with CW at the start. Any reason why?
so i made a robot like yours rigged it used kitops inserts n parented everything moves perfect... until i go into pose mode then the inserts dont stick on the body anymore any help
I would not say better, they are just different, it is a bit like kitbashing small details. Decals cost almost zeo geo, so they are very light. Well inserts are basically shaped bools, so you d need to deal with the aftermath
You know. I was looking at an easy way to manage my assets i hated linking and amending manually. i kept googling asset managers and didn't like anything I was seeing. I had NO idea I literally had one already lol I love kit ops. Now I'm googling kpacks to see what I can find
it depends man, mesh machine plugs are made to work with its tools, liek for example normal transfer, whereas kitops inserts are more like kitbash system on steroids, especially with batch
Ponte Ryuurui got it! I’ll definitely learn both, then. Just wasn’t sure if it’d be superfluous, but if you say that they both have equal merit dependent on the situation, then that’s all I need to hear! Thanks very much!
thanks Ryuu, is there a way to save our material inside kitops library? (I mean, I play with settings and make my own mat from the built-in kitops lib)
@@PikBo100 you need UV unwrapping to be able to export textures with fbx properly., Kitops textures use box projection, no UVs needed. That is why I suggested that you UV unwrap your model if you want to export textures.
Missed opportunity that this is not for cycles.....I hope he does it for cycles in the future too They obv. work with cycles but some look not that good or lets say there is a reason that eevee is in the name The glass e.g doesnt look good
The reason these are focused on EEVEE, (besides the fact I prefer rendering in EEVEE which ryuu can tell you later the reasons why), is that gpu memory used for EEVEE rendering can fill up really fast, and once filled, your scene can have no more textures. So, my "one shader to rule" EEVEE materials focuses on creating great textures with minimal memory to maximize speed, quantity and quality. All except the glass shaders should work well in cycles. Glass is particularly hard in EEVEE and that why I have EEVEE only specific materials. For cycles, just use glass BSDF and you should be good.
@@PonteRyuurui Well I say so cause I see it the moment I run it how demanding it is My pc freezes sometimes literally or crashes on heavy scenes with Eevee viewport lol I know I got low specs and that's a good thing cause it shows how unoptimized it is, I have no freeze or issues with Cycles ever, even though it takes longer If you have any tips on how to make it run better, I would like to know that:)
@@igmelons6273 if you use hardops use the q menu to set eevee to low settings, if not then do it manually in the render tab, you need to fin what is causing it one by one
►► Learn Blender in 2 Weeks - www.blenderbros.com/?el=pr
I love how excited you are about awesome new plugins, because it reflects my own excitement perfectly.
haha, yeah it's like new toys!
Thank you for the enlightenment, Ponte , I always appreciate your time to educate us, I've got all the add ons , now I know how to use it properly, thank you again.
Thanks for watching, really appreciate it , Christina! And Ryuu is just fine, it is actually my first name ;-)
I was debating this material system with myself last payday. Now I'm SOLD! Thanks, Ryuu!
Man, you wait till tomorrow, a 1.5h tutorial is dropping on texturing the upcoming course mech AND rendering in EEVEE with volumetrics, AND post processing.
At 08:33 I love it when you find nifty features like that; by just placing dirty node in between. lol I had definitely materials for a while. Good Stuff, cheers!
Yup that trick is cool, I remember seeing it in Chipp's video long time ago.
I bought the bundle the other day and I’m still grappling with the UI. Materials is something I thought I would figure out way down the line, but this makes me more excited to play with it more. Thanks for the overview 🤙
Keep it up mate, I will make more vids on kitops for sure, i love that plugin!
Ponte Ryuurui Saaaame
Extraordinary results! So much time and aggravation saved by this plugin.
Yeah, it does save a ton of cash that would otherwise need to go on therapy.
I'm sold....along with Kit Ops Pro...better not to tell to my wife how much I've been spending lately with addons for Blender ;) it's definitely worthy though!
Just wait until you can tell her how much you made using them. That will sort it out.
Great video and I loved the dirt being added to the main material, looks great!
cheers mate!
You had me at "if you don't want to bother with UVs" hahaha. That inserts feature also looks dope af. I should get look into Kitops tutorials more.
check instamat too, it allows for running eevee mats on decals
Your portfolio is incredible, a lot of inspiration for us. Thank you for share your knowledge!
I appreciate that!
Can you lay the UV and bake the textures for real time, from these materials?
Where to find the plugin eevee materials by chriss walters ?
Do you know if the method you applied around 8:08 where you combine the dirt with the metal. I am trying to do the same thing with my base material as rubber instead of metal. I am not experiencing any changes though. Does this method only work with certain combinations of materials? Thanks a lot.
it should work fine, just check your nodes, and make sure your addons are up to date
Thank you for this, very helpful!
Glad it was helpful!
Very interresting and cool video. I bought the material system a while back , but never really used it that much. Originally i thought i would render more in blender , but my focus now is more on using the Unreal Engine, create stuff in blender but export them to unreal and use unreal materials. But who knows after seeing this video i might even give it a try again. At least for some fast renders or so. Thanks for another cool video. 👍
Yuo wait for tomorrow mate. I am droppjng a full on 1.5h tut on texturing and rendering this one cdnb.artstation.com/p/assets/images/images/030/443/123/large/ponte-ryuurui-raven-eevee-ryuu-render.jpg?1600629659
Getting the timing right now lol,love your vids
Thanks a bunch!!
I would really love to see a tutorial on how to create that model in your scene. Reminds me of a robot. Very nice
all of my modelling tuts are here, ruclips.net/p/PLJrcFnBj2iIhITiNpcgiJBEdpmB3zuxU1
also, we have a mech course, if you are into robots
You know what would be great? If we could stack and mix some of those dirt/grime/etc materials (with a shortcut like shift click on add or another button), something that adds mix shaders automatically or something. It would be similar to how substance designer/painter works.
Because my only gripe with what has been shown (which is still amazing mind you) is that it’s only seem to be modifying the base color of the whole PBR material... it would be amazing if we could mix a full PBR set. Example: start with plastic (which puts all the base color, metal, roughness, etc values), then add a dirt layer (bottom up, bottom down, noise based, cavities base or whatever) with it’s own set of color/roughness/normal with a slider to mix how much ‘surface normal’ to take from the base layer too. This would effectively add a ‘real’ dirt layer on top of the plastic. Maybe then add some ‘scratches’ which would revel some metal dents (a metal color with, again, low roughness, high specular, full metalness, etc)
well you can add dirt layer with kitops via dirty shaders
That was very cool, now I wanna buy it. Question, when you dropped the last insert, I noticed that the entire insert inherited the material from the surface on which it was dropped. Is it possible for the inserts to have or carry in their own materials? I would expect so, like if an insert contained a chrome screw head or a lighted LED or a glass lens, we'd want to see that.
Do you have a free version or pro? Check out the smart insert option for Kitops PRO 2. Some inserts come with their own mats too.
Yes, INSERTS can be created with their own materials.
So which is better... decals or inserts? My guess would be inserts. Inserts provide actual geo, therefore displacement (not just bump), and would then probably look more realistic. Also, when creating new inserts, can I assume no baking? No height maps, etc. Decals are super cool too, no doubt, but these inserts look stunning. I was tempted to say that decals can wrap around a corner/curve and that an insert cannot because it's a 3D model, but at the end of this video, an insert dropped directly onto a spheroid surface and it deformed perfectly to match, so... wow.
You are asking wrong question, the right question would be which one is better in what situation. Decals are fast, and if of good quality it is very hard to tell if it is geo or decal, they are also super low on geo. You need both. I use decals way more than inserts, but I have good quality decals.
Hey Ponte, I’m really loving Kit Ops. Was wondering if you think It would be practical to use to store Quixel environment surface materials? Especially with the KO Batch addon? I’m interested wether you find Kit Ops good for non-procedural materials? Do you know of a good tutorial to look at for this sort of purpose? Thank you!
you could try, i am using kitops with definitetly eevee materials
@@PonteRyuurui yea, it’s a nice setup for sure
Great Video! Been looking at this for long time, i recently installed KitOps pro but for some reason don't seem to have as many texture materials as you do :/ for instance the materials listed with CW at the start. Any reason why?
you need Definitely EEVEE materials for kitops gumroad.com/a/779940979
Thanks for great review. I'm kind of new to blender, and I was wondering how does this work if we export model for use in Unity?
It doesnt, you'd need to unwrap the model and texture it. What kitops does is a box projection inside of Blender.
@@PonteRyuurui I see, it's still definitely worth buying at least for fast prototyping. Thanks!
Incredible!!
totally
so i made a robot like yours rigged it used kitops inserts n parented everything moves perfect... until i go into pose mode then the inserts dont stick on the body anymore any help
join our discord, help section there
Can you bake these?
I need the insert video. Are they better then decals? Is it real geo ans how do they so easily go on cirved surfaces?!
I would not say better, they are just different, it is a bit like kitbashing small details. Decals cost almost zeo geo, so they are very light. Well inserts are basically shaped bools, so you d need to deal with the aftermath
Got it from your link TY Ponte!
you are awesome, thank you!
So when's Uncle Bob paying me my overdue birthday money? :) Just kidding, great explanation Ryuu.
cheers mate!
You know. I was looking at an easy way to manage my assets i hated linking and amending manually. i kept googling asset managers and didn't like anything I was seeing. I had NO idea I literally had one already lol I love kit ops. Now I'm googling kpacks to see what I can find
ya it is pretty sweet addon, check out Masterxeon 1001 free pack for kitops gumroad.com/a/95646835
@@PonteRyuurui Oh Baby!
Tangent: Any opinions regarding MESHmachine plugs vs KIT OPS inserts?
it depends man, mesh machine plugs are made to work with its tools, liek for example normal transfer, whereas kitops inserts are more like kitbash system on steroids, especially with batch
I have both, but I’m wondering what the pros and cons are of each and which I should devote more time into learning.
@@thetrueyuiop just try it out, man
Ponte Ryuurui got it! I’ll definitely learn both, then. Just wasn’t sure if it’d be superfluous, but if you say that they both have equal merit dependent on the situation, then that’s all I need to hear! Thanks very much!
Does Kit Ops Pro come with those extra Car Paint materials, or is that a K-Pack?
Going to buy pro regardless anyways
Thanks
you will need definitely eevee materials for kitops
thanks Ryuu, is there a way to save our material inside kitops library? (I mean, I play with settings and make my own mat from the built-in kitops lib)
I have to look into that, i bet there is!
@@PonteRyuurui oh cool thx
Yes, the new KIT OPS 2 PRO allows you to save materials with thumbnail with only a couple clicks. Check out the RUclips video on it
@@ChippWalters Great :) thanks
Hello I'm confused what to select for Kitops in your selection and at site please help?
I am using KITOPS PRO 2 and Definitely EEVEE Materials pack.
Hi! Can i use it for gamedev? Or just for rendering?
sure go for it, as long as you are not reselling it as a pack or part of a pack you are fine
Awesome!!!
thanks!
how to export these materials? because when i export my model to fbx obj or other formats all materials are white
these mats are mostly for renders mate, if you want to export model with mats i d recommend running UV and texturing it externally in SP or QM.
@@PonteRyuurui so they are unable to be exported?..omg..ok..i understood, thanks
@@PikBo100 i did not say that
@@PonteRyuurui most materials from kit ops are looking like textured , I don't know, are procedural or simple textures i dont know
@@PikBo100 you need UV unwrapping to be able to export textures with fbx properly., Kitops textures use box projection, no UVs needed. That is why I suggested that you UV unwrap your model if you want to export textures.
Is this for eevee only?
no, you can use all mats in cycles, the only one that wont work well is glass.
Yo Ponte, how the F*uck does one customize the kitops graphic decals? could you please show me how to add my own graphics
I have never use kitops decals, the nodes give me creeps man, I use decal machine
Nic
thanks
Missed opportunity that this is not for cycles.....I hope he does it for cycles in the future too
They obv. work with cycles but some look not that good or lets say there is a reason that eevee is in the name
The glass e.g doesnt look good
It works with cycles just fine, and glass you can tweak or use one from HOPS.
@@PonteRyuurui true but still :P
@@chris_peon cant have everything mate, beside Chipp mostly uses EEVEE, or even exclusively.
The reason these are focused on EEVEE, (besides the fact I prefer rendering in EEVEE which ryuu can tell you later the reasons why), is that gpu memory used for EEVEE rendering can fill up really fast, and once filled, your scene can have no more textures. So, my "one shader to rule" EEVEE materials focuses on creating great textures with minimal memory to maximize speed, quantity and quality.
All except the glass shaders should work well in cycles. Glass is particularly hard in EEVEE and that why I have EEVEE only specific materials. For cycles, just use glass BSDF and you should be good.
Evee sucks so bad, no thanks
lol you have no idea how to use it, thats why you think so. These were rendered in eevee www.artstation.com/artwork/nYWbv6
@@PonteRyuurui Well I say so cause I see it the moment I run it how demanding it is
My pc freezes sometimes literally or crashes on heavy scenes with Eevee viewport lol
I know I got low specs and that's a good thing cause it shows how unoptimized it is, I have no freeze or issues with Cycles ever, even though it takes longer
If you have any tips on how to make it run better, I would like to know that:)
@@igmelons6273 if you use hardops use the q menu to set eevee to low settings, if not then do it manually in the render tab, you need to fin what is causing it one by one
@@PonteRyuurui wait what hard ops can do that? dude. You are like a prophet of add ons. There's knowledge even in the comments.