Blender 2.90 TUTORIAL: Snake Plant with Procedural Textures
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- Опубликовано: 21 авг 2024
- A simple scene featuring a snake plant-- all textures are procedural.
In this tutorial, I discuss the difference between 'Generated' and 'UV' on the texture coordinate node (~3:55), Node Displacement (~9:55), and the Wireframe Modifier (~14:40).
Procedural Textures:
Snake Plant:
Vase: ~8:25
Soil: ~9:50
Table Top: ~17:50
Walls: ~22:22
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What a good tutorial. Explained well & concise. If only all tutorials were to this standard. Liked, subbed and about to watch another one of your vids. Also looking forward to what else you produce.
Great Tutorial! Simple and easy to understand!
Now i got real snake plants and 3d snake plants!! thanks!!! learned alot with generated and uv. and the differences. thank you
this was a really great tutorial, well explained and a well-paced lesson. thanks
wow you're awesome at this. underappreciated channel
Really cool!
Love your tutorials bro, great information, so underrated! 👌🔥
Glad you like them!
Great video. I really enjoyed making this Snake Plant. I learned a few things on materials that I had never used.
Very cool!
Such a good tutorial. I followed your steps for the snake plant creation, can I know is there any way I can export the materials/nodes into a jpg/png file? I need to use .glb for a project but I also need to export the texture nodes in jpg.
Hope to get a reply from you soon.
Sorry, I am just now seeing this comment! Did you figure out how to export the nodes as you wanted? I'm not familiar of any specific way in blender-- I usually take a screenshot of the shader editor.
Hello, I wanted to join the plant into one object, uv unwrap and export it, but when I unwrap the UVs, the texture of the leaves changes do you have any Idea how to fix that?
Hi! The leaves are already unwrapped and the material is based on this UV data, so you don't want to unwrap them again.
You can unwrap the other objects (soil, pot) and then join the objects together. You may need to tweak the mapping of the vase's texture by modifying the rotation values.
@@Blendini Thank you, my problem was solved by adding a UVmap and unwraping it while the new one is selected.