Materials in Plasticity
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- Опубликовано: 5 май 2023
- Hi there, welcome, in this tutorial I'll be showing you how to use or add materials in Plasticity.
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That model is gorgeous.
Only been using Plasticity for a few weeks and didn’t even know we could assign materials. Doh!
The materials in plasticity is good for referencing what groups objects belong to, bit like coloured tagging but I'd do the actual materials in another software to complete its texture
Definitely! Not made for render at all. It’s just visualization.
@@AlbertoCGArt with which program can I render the object? e.g. if I have glass or mirror like surfaces?
@@DieTabbi Most 3D Modeling tools have a Render Engine, the easiest answer for me would be Blender, it's free and it has a powerfull rendering Engine, Cycles or Eevee.
@@AlbertoCGArtdo materials even transfer across to other apps? I tried using the Blender bridge for the first time yesterday, but was a bit surprised to see a monochrome model in front of me.
Will material selections export over to Blender? If so which file format?
Alguien sabe como hacer un blend curve, estuve buscando ese comando o su similar y no lo encontré creo que en plasticity se llama bridge vertex...
Gracias de antemano!
Blend Curve? Que es lo que hace exactamente? Funciona como Project Cut/Curve?
CHINGON CHAVAL!!!!
so as I understand there is no option to add material just for a "face" in a solid object?
For my knowledge, that is correct. You can only assign materials to a full object. Maybe there's a hidden feature I don't know about.
@@AlbertoCGArt ok no problem:D
como le haces para hacerle clear material?
Yes, in the Material, go to Transmission and add a value there, also, the IOR change the lower you go, the clearer it will look, like, IOR: 1.20
This was a nice introduction but how all the Plasticity Material controls interact is a mystery to me. I'd like to know exactly what parameters each is changing.
Your best bet is to look up an intro to "PBR materials", which stands for Physically-Based Rendering, and is something of a unified process now amongst many 3d applications. The materials section in Plasticity contains settings for both workflows - metallic roughness, vs specular glossiness - albeit in a limited manner, since you can't load texture maps into the materials' slots. I'm no materials expert, but my understanding is that if you adjust the numbers at the top (the Metalness & Roughness sliders), you can avoid changing the ones beneath it, unless you need, say, Opacity to simulate glass or plastic. Look up a RUclips video called:
PBR Materials explained :)
@@overseastom Thanks. I'll check it out.