Essentially, this modeling workflow is useful if your project remains in Blender through to the render. The Bevel is a shading trick that only appears in rendering, and cannot be exported as geometry. If you plan to animate this model in Blender, the extra geometry can slow down movement and playback time. Carefully consider your project requirements before choosing an appropriate modeling strategy.
However most other renders can use same trick. Redshift, Arnold, Vray... Even Octane in Blender. So, you can export this in Max, Maya, C4D and use other renderers. Other things are that such model is ... problematic. Who will accept or buy such crap? Good for your own usage and nothing else. btw. all these shading hacks has limitations, are computing intensive, etc.
This is the best Blender tutorial I have seen on RUclips. You speak clearly and slowly, never forget to mention a keystroke and explain things simply without random off topic comments like "we could do this, we could do that." Thank you!
His tutorials are great for easy wins. But I caution you not to avoid the other ones. There is seldom a single solution to a problem. To really grow, only doing step by step can hold you up. Learn to think dynamically, not rigidly.
I can attest to his tutorials being great for getting your feet wet, but I didn't start getting decent at blender until I branched out from the step by step stuff and came over to the side of meandering, waffling tutorials which made me experiment a lot more and discover ways of modeling that are different than just what's in the tutorial.
As a long time viewer, the "he's back' seems odd because you never left. Tutorials take time, the ideas, what to teach, how to teach, what to modal, how to modal, plans change, life changes. Always a pleasure to watch one of your videos. I'm an sure I'll learn something new that I never knew. Thank you 😊
At the outset, I would like to inform you that we are very eager to watch your educational videos. Secondly, please do not wait too long. As for the end, I would like to thank you very much because you opened the door for me to learn Blender .. Your style is wonderful, rich and easy to help in learning .. I thank you very much and I would like to see your beautiful videos. Thanks
Such an incredible technique, have been using Blender for a year and watched countless videos but first time hearing this. This is gonna be super useful!
Abolutely perfect. Very good language, good tempo. I am amazed how complicated the valve appears to be, and how "easy" it is to make. I learned a lot from this tutorial. THANKS A BUNCH.
hands down! that kind of explaining and teaching is extraordinary, i watch alot of youtube tutorials but the way you teach is easy, consice and enjoyable to follow along.
Dunno, I got many issues with this one: 1) Number of screen polys makes these kinds of assets impossible to use, as it slows down the viewport too much in a really crowded scene. 2) I prefer modelling everything to real sizes. At least scale it down and apply scale once the general shape is set, to get proper shading parameters into it. 3) Adjust Bump **DISTANCE** rather than bump strength, and similar to bevel should have something that is suitable for the model/material scale. 4) Don't use "full white". Even snow isn't this reflective, and it's about the most reflective (diffuse) surface we have. Lookup proper albedo values instead. I don't mind informing of alternate modelling strategies, but also state the drawbacks and the reasons why should *NOT* use them. I can't think of a single use-case for this approach in my professional life. I'm not a hard surface modeler and I frequently "cheat" using bevel node (with means to control radius) especially for imported CAD models, sometimes suppressing modeled bevels first prior to export. And there are cases where I just don't care the geometry is kinda messed up because it will only be rendered with few pixels and never be a main actor in the scene. As bump distance go, use the displacement height you get from true microdisplacement (displacement only) for testing as bump distance - normals will remain the same. Previewing with true microdisplacement will ensure peaks and valleys go the intended way and that there are no unintentional discontinuities in the math driving it. Not a problem if only using noise though.
You are an excellent teacher, I have learnt a lot from you. I would like to request you to add more modelling videos. So my basic concepts are more clear. Please share more videos on modelling day to day common things. Thanks for your great work.
this was fun. Used the 3 point lights(gotta turn on in add-ons) for an even more interesting render, tnx. Liked this for the simple textures, set up, and of coarse the modeling.
It's easy in Blender. Just press Ctrl then R then 50 followed by Shift B and Alt D, then simply press D 45 and F3 for that effect and then simply add 3 loops here pressing G plus Alt B C and Enter and then once again B5 Shift F7 214 and H Ctrl Shift T 14.
You probably need to put words like "water faucet" and "water spigot" and maybe something about welding, blending, joining and normals in the description. I saw this months ago and almost couldn't find it by any type of search. Only because I luckily remembered your channel name could I find this. And it's a useful tutorial.
The _Bevel_ node is extremely useful when creating optimized models for games. It has its limitations, though. I wish it was possible to dictate which edges are affected by the node. The reason for this is the following: When creating a low-poly model and baking the generated bevels into a normal map, sometimes, you can see the facets of a model; the bevel node not only bevels hard edges, it bevels *all* edges regardless of angle. It's as though you were to perform a bevel on every polygon of your model. So, if you have a low-poly sphere and use this technique, you will turn all edges into smooth edges which is not the desirable outcome. Is there a way around this that I am not familiar with?
@@SacredRedstone Is that a built-in function? Because I've been looking for that and all I could ever find were pre-made "bevel materials" on Gumroad...
I liked the video, and it is now in my favourites. However, the text on such valves is pressed and thus the text would be inwards into the cylinder. Can you tell how this would be done?
That is a large valve measured in Meters. A little too large for the available pipe. Or did I miss where you scaled it down? in any case, it was an excellent tutorial.
Hello i have watched your videos related to product modeling and i found your mesh is so clean . I am modeling a torch model for my portfolio and i found some smmothing isues spacialy it happens because bendy and wavy edges please could you help me to solve that. Please mske a video have can i fix that.
The man didn’t lie: this is fast and easy 3D modeling. But who needs it, with such a huge number of polygons and fake shading? Besides, the carving is not real, but simply made with rings :)
idk why but it seems like i have so many more vertices that yours and it's making it like impossible to select the same ones as you. i put in the same amounts as you but it's not looking right.
Great work, I love the tutorial. Only one issue, when following along for some reason using the Bevel normal changed nothing for me in Render view. Is this a common thing and how can I avoid it?
For anyone else who has this issue, assuming it isn't just me being the moron here, make sure the Render Engine is set to Cycles to see Bevel Node changes.
I think this is a good trick for a fast preview of a project but working with many subdivisions right from the start takes away a lot of flexibility and can lead to unwanted problems. After all it is good to know but has more downsides than usages.
Essentially, this modeling workflow is useful if your project remains in Blender through to the render. The Bevel is a shading trick that only appears in rendering, and cannot be exported as geometry. If you plan to animate this model in Blender, the extra geometry can slow down movement and playback time. Carefully consider your project requirements before choosing an appropriate modeling strategy.
You can't bake the Bevel noded textures?
@@2bit8bytes Nope... it's a shading trick.
However most other renders can use same trick. Redshift, Arnold, Vray... Even Octane in Blender. So, you can export this in Max, Maya, C4D and use other renderers.
Other things are that such model is ... problematic. Who will accept or buy such crap? Good for your own usage and nothing else.
btw. all these shading hacks has limitations, are computing intensive, etc.
@@2bit8bytes you can bake the normals to a texture
Great tutorial, thanks a lot!
This is the best Blender tutorial I have seen on RUclips. You speak clearly and slowly, never forget to mention a keystroke and explain things simply without random off topic comments like "we could do this, we could do that." Thank you!
His tutorials are great for easy wins. But I caution you not to avoid the other ones. There is seldom a single solution to a problem. To really grow, only doing step by step can hold you up.
Learn to think dynamically, not rigidly.
I can attest to his tutorials being great for getting your feet wet, but I didn't start getting decent at blender until I branched out from the step by step stuff and came over to the side of meandering, waffling tutorials which made me experiment a lot more and discover ways of modeling that are different than just what's in the tutorial.
He's American?
No Desi here ....
missed you my blender favorite teacher. thank you for showing me the way to blender. thank you for teaching me how to use blender. your long time fan
As a long time viewer, the "he's back' seems odd because you never left.
Tutorials take time, the ideas, what to teach, how to teach, what to modal, how to modal, plans change, life changes.
Always a pleasure to watch one of your videos. I'm an sure I'll learn something new that I never knew.
Thank you 😊
One of the best tutorials ever! Crispy and important.
babe wake up new tutor4u post just dropped
Oh, that's great
As usual…LOVE IT! You are by far one of if not the best tutorial maker and teacher out there. Thank you so much.
He is the best best best in youtube.
Best blender teacher ever. So glad you have new content, I always enjoy your tutorials, so perfect to follow.
A really great tutorial. I love that you dont skimp on the basics that are often just assumed to be common knowledge. I learned quite a bit from this.
This channel helped me a lot when I was starting out. Good memories ^^
At the outset, I would like to inform you that we are very eager to watch your educational videos. Secondly, please do not wait too long. As for the end, I would like to thank you very much because you opened the door for me to learn Blender .. Your style is wonderful, rich and easy to help in learning .. I thank you very much and I would like to see your beautiful videos. Thanks
Such an incredible technique, have been using Blender for a year and watched countless videos but first time hearing this. This is gonna be super useful!
This gives beginners a real roadmap on how to model. Thank you!
Abolutely perfect. Very good language, good tempo. I am amazed how complicated the valve appears to be, and how "easy" it is to make. I learned a lot from this tutorial. THANKS A BUNCH.
One of the best video in which I didn’t found any pblm while working thank you so much love ❤
hands down! that kind of explaining and teaching is extraordinary, i watch alot of youtube tutorials but the way you teach is easy, consice and enjoyable to follow along.
Dunno, I got many issues with this one:
1) Number of screen polys makes these kinds of assets impossible to use, as it slows down the viewport too much in a really crowded scene.
2) I prefer modelling everything to real sizes. At least scale it down and apply scale once the general shape is set, to get proper shading parameters into it.
3) Adjust Bump **DISTANCE** rather than bump strength, and similar to bevel should have something that is suitable for the model/material scale.
4) Don't use "full white". Even snow isn't this reflective, and it's about the most reflective (diffuse) surface we have. Lookup proper albedo values instead.
I don't mind informing of alternate modelling strategies, but also state the drawbacks and the reasons why should *NOT* use them. I can't think of a single use-case for this approach in my professional life. I'm not a hard surface modeler and I frequently "cheat" using bevel node (with means to control radius) especially for imported CAD models, sometimes suppressing modeled bevels first prior to export. And there are cases where I just don't care the geometry is kinda messed up because it will only be rendered with few pixels and never be a main actor in the scene.
As bump distance go, use the displacement height you get from true microdisplacement (displacement only) for testing as bump distance - normals will remain the same. Previewing with true microdisplacement will ensure peaks and valleys go the intended way and that there are no unintentional discontinuities in the math driving it. Not a problem if only using noise though.
The best blender tutorial video maker. Easy to follow everthing. Thank you for sharing.
This was very nicely explained. It takes its time and isn't frantic like so many other such tutorials. Thanks!
You are simply the best. Thank you so much!! I play all the commercials to the end 🙂
he's back
Ah, the guy that taught me everything I know of Blender's basics today. 😀
i like this simple explanation of a metal material
thank very much you were the first person who taught me how to use blender 💗
This is what Iam serching for a long time
Super explained and instructed. Just great - as usual
Thank you very much for this!! you explain very well, please do more of these!
Good to see you're back!
Great tutorial! It covers many tips for modeling almost everything!! Great work!
I REALLY LOVE YOUR VIDEOS you talk about everything
Glad to see you again 😊
This was amazing! I love how you teach!
love his tutorials.. easy to follow
You are an excellent teacher, I have learnt a lot from you. I would like to request you to add more modelling videos. So my basic concepts are more clear. Please share more videos on modelling day to day common things. Thanks for your great work.
Amazing tutorial, as always! Thank you!
this was fun. Used the 3 point lights(gotta turn on in add-ons) for an even more interesting render, tnx.
Liked this for the simple textures, set up, and of coarse the modeling.
Today a little fast in the measurements, otherwise always a pleasure Thank you
You're a wizard Harry!
As always, a great tutorial!!
Awesome…after a long time..thanks..
It's easy in Blender. Just press Ctrl then R then 50 followed by Shift B and Alt D, then simply press D 45 and F3 for that effect and then simply add 3 loops here pressing G plus Alt B C and Enter and then once again B5 Shift F7 214 and H Ctrl Shift T 14.
Such a clear and helpful tutorial.
Welcome back Senpai 😆😆😆
You probably need to put words like "water faucet" and "water spigot" and maybe something about welding, blending, joining and normals in the description. I saw this months ago and almost couldn't find it by any type of search. Only because I luckily remembered your channel name could I find this. And it's a useful tutorial.
Wow that looks so good!
Thank You Tutor , you are fantastic , always an experience watching your videos
Shiny and rough. Great tutorial!
🖖🥳👏🦫🤘🔥🇺🇸🎊🍩👌😎💪🤞💰👍
Well done!!!!!!
An excellent tut for beginners. Thank you.
Awesome tutorial!
Thanks!
Great tutorial I've been using bevel all this time but bevel shader works so much better and is non destructive excellent
You are one of the finest tutor
Please model a car or jeep, with modern workflow in blender. This is request to you.
Another great tutorial! Keep up the good work.
Thank you I learned a lot
os teus vídeos são sempre especiais, obrigado por nos trazer mais este conhecimento , te acompanho do Brasil juazeiro do norte, valeu
Thanks, Great tutorial.
8:28 You can add two loop cuts and then scale them on Z axis.
Excelente tutorial!!! Muchas gracias por compartir.
Thanks. one of the best video
Magnificent. Thank you.
GREAT VIDEO!!! Thank you!
Why don't you make more videos like this? We wait to watch your videos
Great Tutorial!
amazing tutorial thanks a lot
Thanks a lot for this Tutorial!
Nice tutorial. Thanks.
Simply amazing!
Merry Christmas and Happy New Year tutor4u
thank you very much! such a great video. subbed! :)
Great. Thank You!
perfect, as always!
I had problems separating the rough texture from the smooth...need to do this one a few times to get it right. Thanks, great tutorial. :)
The _Bevel_ node is extremely useful when creating optimized models for games. It has its limitations, though. I wish it was possible to dictate which edges are affected by the node. The reason for this is the following: When creating a low-poly model and baking the generated bevels into a normal map, sometimes, you can see the facets of a model; the bevel node not only bevels hard edges, it bevels *all* edges regardless of angle. It's as though you were to perform a bevel on every polygon of your model. So, if you have a low-poly sphere and use this technique, you will turn all edges into smooth edges which is not the desirable outcome.
Is there a way around this that I am not familiar with?
If you're using substance painter for texturing, there's also a bevel generator you can use that does the same thing, with finer control.
@@SacredRedstone Is that a built-in function? Because I've been looking for that and all I could ever find were pre-made "bevel materials" on Gumroad...
@@AlonsoDigital Sorry, it's a filter, not a generator, but yes it does exist natively.
That was beautiful, thanks :)
I liked the video, and it is now in my favourites. However, the text on such valves is pressed and thus the text would be inwards into the cylinder. Can you tell how this would be done?
Great job
Does it works only cycle rendering mode?
Hi I would like to know what are your computer specs ?
thank you so much
That is a large valve measured in Meters. A little too large for the available pipe. Or did I miss where you scaled it down? in any case, it was an excellent tutorial.
Could you bake down this bevel into a normal map for use on a simplified mesh?
Simple et efficace ! merci
Hello
i have watched your videos related to product modeling and i found your mesh is so clean . I am modeling a torch model for my portfolio and i found some smmothing isues spacialy it happens because bendy and wavy edges please could you help me to solve that. Please mske a video have can i fix that.
Great video!!!!!
The man didn’t lie: this is fast and easy 3D modeling. But who needs it, with such a huge number of polygons and fake shading? Besides, the carving is not real, but simply made with rings :)
idk why but it seems like i have so many more vertices that yours and it's making it like impossible to select the same ones as you. i put in the same amounts as you but it's not looking right.
Hello. Does anyone know if there's a way of undoing the shade smooth if you've saved and closed down, restarted etc, please?
Great work, I love the tutorial. Only one issue, when following along for some reason using the Bevel normal changed nothing for me in Render view. Is this a common thing and how can I avoid it?
For anyone else who has this issue, assuming it isn't just me being the moron here, make sure the Render Engine is set to Cycles to see Bevel Node changes.
when I apply the bevel node in shading, it doesn't bevel. Would anyone be able to help with this?
Can this be done in Eevee?
If only I was able to collect a dollar for every Blender video that starts with "Let's delete the cube"....
You're the best.
Ah new tutorial.
Awesome
excellent
WoW love it
I think this is a good trick for a fast preview of a project but working with many subdivisions right from the start takes away a lot of flexibility and can lead to unwanted problems.
After all it is good to know but has more downsides than usages.
Back online! ❤
Gracias amigo
nice!
The bevel node does not work in Blender 3.4