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Materials Ep1: Wooden Floor As Complicated As Necessary | All 3D Software
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- Опубликовано: 25 июн 2022
- Yo guys, today on @RenderRam I'm gonna cover first Materials series with subject: Floor Material. Created with FStorm, but you can use this technique with most rendering engines!
Textures used in the video are from @TextureSupply
MultiTexture - Oak American White - 128x19cm
Dirtmap Floor 001
Available on: texture.supply...
Thank you so much for using our textures!
Jesus christ i have no idea wood floors can be this tedious. Still, i appreciate all the stuff you share to us. Thanks man
Your tutorials are amazing! Please keep it up!
Absolutly love your tutorials, I find them just perfect
Such insightful stuff, thanks a lot!!
Great as always and a great logic material workflow that i find compatible to Corona and other renderers.
Very good wood tutorial, I'm gonna share this
Your video titles are the best, lol. Great tutorial.
Hahaha thanks mate!
Great tutorial mate! Thank you!
Doesn’t fstorm have coating? And the fresnel fix is more or less a to fake coating? I’m used to Arnold and redshift
great one! :-)
Thank you so much for this tutorial. May I ask what lights did you use in this scene and how did you set up them?
Glad you liked it! Lights are believe it or not, just white environment :)
Actually... a lot of people have asked about my interior light setup, I'll make a tutorial on it :)
Thank you, right now I am using c4d + vray, hope I can level up my scene with your techniques (I'm trying this video wooden floor technique :)))
@@softwareuserman8435 yes, if you see All 3d software in video name, logic shoult be applied with all 3d software, make sure to check my latest plants video, logic could also be applied to all 3d software
@@RenderRam Please do, most of the time it is hard to find good hdri and there are a lot of options(area light outside, sky system,,) so it is good if someone clarify things. Thank you.
Very helpful video! Question, why do you use the bump map instead of lowering the ref gloss value? Is the bump more accurate? I’ve always used ref gloss to control the blurryness so I’m just curious about your reasoning
Hey, this is the reason :)
ruclips.net/video/W4W6hRCxU7w/видео.html
Hi thanks for the video. And are you using any denosier or it is just GPU power
Just GPU, keep in mind that I tend to cut parts of the video for an image to denoise a bit, but not a lot
Talking about varying degrees of reflection depending on the angle of the view/camera - isn't IOR/reflection IOR settings there for exactly this purpose? Unless in Fstorm it works somehow different, dunno.
BTW, nice videos, in any case!
Do you mean fresnel effect on reflection? Yes fstorm has it and it changes values depending on the angle, but here the main thing was how material changes it’s properties out of standard reflection boundaries (bump, glossy type etc…) with different angles because of varnish coating
Hope I understood your question
Yeah I think it can be called fresnel ior as well (Think in Corona it is), while in Redshift it's called reflection ior. So what you're saying is since you want to adjust not only reflections, but other features as well (depending on the angle), you're using a mask (falloff). But, if say, you wanted to adjust reflections ONLY, reflection ior (or fresnel ior) would be sufficient/good enough?
@@noveltyexposure Correct, built in fresnel effect is good enough for many scenarios.
The whole effect of reflection being stronger on an angle, and weaker up front is called fresnel, some rendering engines call it fresnel, some just reflection IOR etc...
Me pushing the boundaries of adding a falloff (therefore mimicking fresnel effect) in glossy, bump etc is just that extra kick to the whole material. But in many cases using "ONLY" built in reflection fresnel, is good enough.
by the way, these videos you have on your channel look awesome! Subscribed!
Okay, this confirms my assumptions then :) was afraid I'm missing something else here. Oh and please continue on with these great tutorials of yours!