It would be awesome if you used the new chapter function in RUclips where you divide your video into parts. I use all your Mask Tools videos for reference to see how to do stuff, and I always find myself scrubbing back and forth for the section I was looking for. Thanks for a great tool.
This is exactly what I have been looking for I have spent all week watching videos on texture painting in blender. I wish so so bad I could just select a texture, obj, material texture, brush effects, and paint. Instead there are generating uv, create material slot, create texture, and then some people use mix rgb or add shader, then there is vertex painting, data transfers, just watching all of this is making me feel totally defeated...
Hello Wayward Art Co. I was wondering if you by chance know if this add-on is going to receive an update anytime soon for 3.4? I can always download the specific versions to suite the add-on. I was just curious before I make a purchase. Great demonstration!
Noob question, but I have trouble finding the solution: How do I get the "cavity" information from a normal map into a bump/cavity format (greyscale), so I can use it as a mask? I tried the "Bump Painter" shader node and plugged the normal into "bump refine" which did "something" but only slightly... is there a better way?
In the bake settings, you can switch from Combined to Normal. This will bake any normal information applied to your model. This includes bump nodes and the bevel shader.
Wait, blender only can not beat all 3d application. It is not about beating, we want blender to be an application which can do in better way every great thing that a specific 3D application is good for. No need to change always more applications to do a single thing.
Could you give us a more specific view on how you made the puddles? I tried some with 0% rouhgness and a light blueish with .1 blend value. Still doesn't look as realistic as yours. I purchased mask nodes btw and it is a huge benefit for my work flow.
I'm actually doing an update on Mask Tools that will make this much easier. Hoping to upload it tomorrow, but the Mask Base node will have an input called Wet Map. I'll make a video to talk about the new additions. Happy you're enjoying the addon. :)
So if you were making this scene say for instance for a game in Unity3d would you still have to UV unwrap everything or can you just import the blend file into Unity3d with all of the textures...etc? DW
I know this is 6 months late but for anyone reading: Yes, Extreme PBR combo loads up PBR textures - copy and paste one set of nodes into another material node-setup and hook the textures up to the corresponding nodes on the Mask Blend - then paint on a mask image and the 2nd material will come through under/over the first (then use the other sliders/settings to blend them as needed). I use them together all the time :)
i know nothing about such things but do want to know, that said, about two minutes in .. make sure this that and the other, no none of it is there, the interface of texture paint thing, texture slots didn't even look like that, chose the brush in shading window, soft round, using wet shader, none of that is in texture slot bit.
ugh, just noticed 'active tool and workspace settings' is where i should of been, side tab i should of opened, totally missed that and when i'd opened texture paint it was the texture settings there not active tool and workspace, that'll be why nothing was there.
Looks like the perfect blend between Substance Painter and Designer. Definitely on my wish list.
hey so did you ever purchase the addon? If so what are your thoughts on it? e.i. pros and cons
@@stickyvids15 I did and I love it..
@@COLMVFAHY yeah I went ahead ahead and bought it. It's a very worthwhile investment that saves a ton of time and frustration with nodes.
This is probably the sickest add-on I've come across so far, and that's saying something as there are lots of great add-ons (boxcutter comes to mind)
Best Blender addon. Thank you!
It would be awesome if you used the new chapter function in RUclips where you divide your video into parts. I use all your Mask Tools videos for reference to see how to do stuff, and I always find myself scrubbing back and forth for the section I was looking for. Thanks for a great tool.
This is absolutely brilliant!! Thank you so much for the videos.
This is exactly what I have been looking for I have spent all week watching videos on texture painting
in blender. I wish so so bad I could just select a texture, obj, material texture, brush effects,
and paint. Instead there are generating uv, create material slot, create texture, and then some people use mix rgb or add shader, then there is vertex painting, data transfers, just watching all of this is making me feel totally defeated...
Incredible.....Blown AWAY! amazing :D
This tool is the best. I think I must have one.
Hello Wayward Art Co. I was wondering if you by chance know if this add-on is going to receive an update anytime soon for 3.4? I can always download the specific versions to suite the add-on. I was just curious before I make a purchase. Great demonstration!
This is freaking amazing
bellisimo, please add more tutorial for mask tools. :D
Looks so promising!!!
woowwww tutorial ini sangat membantu sekaliiiii aku suka ini..... terima kasih
Noob question, but I have trouble finding the solution: How do I get the "cavity" information from a normal map into a bump/cavity format (greyscale), so I can use it as a mask? I tried the "Bump Painter" shader node and plugged the normal into "bump refine" which did "something" but only slightly... is there a better way?
way to go man thankx alot
Amazing!
Ur efforts are worth but most of dont have money
can u put in the principle bdsf into one of the masks to maintain the material of an object?
this is LOVE
Okay so how do we bake bump node normals?
In the bake settings, you can switch from Combined to Normal. This will bake any normal information applied to your model. This includes bump nodes and the bevel shader.
@@WaywardArtCompany Thanks man! But the baking speed is too slow for complex procedural textures! 😂
@@vivekkumarranjan94 That's why I bake textures at night before I go to sleep. Haha, I wake up to a freshly baked texture.
@@WaywardArtCompany Hahaha! Breakfast is ready!
@@vivekkumarranjan94 mentos zindagi
instead of masking a texture with another texture is it possble to mask certain parts of a texture on a material?
Is there a way to remove the texture you painted already like an eraser tool?
Fantastic!!!
On my wish list.
Nice, very basic knowledge to have
Really cool addon. Will you be granting the addon for testing purposes to other big blender youtubers for advertising via word of mouth?
Yes, I've already sent a few out. :)
@@WaywardArtCompany and i am the one
when I hook a image texture into the mask input it turns my object purple?
I'm stoked
i didnt get those brushes when i unpacked there were only a file and folder
After watching this video i can say blender can beat substance painter
Hope so!!!
Wait, blender only can not beat all 3d application. It is not about beating, we want blender to be an application which can do in better way every great thing that a specific 3D application is good for. No need to change always more applications to do a single thing.
@@bachadam 👏👏
not even close
Bro I would like to buy the adddon ,but let me know If I can export these map for Unity engine ? thx.
Yes, of course! All textures will need to be baked first, then easily imported into any game engine.
can i do this in vanila blender? because i cant find any tutorials here on youtube like that concrete paint that you did here in the video.
Yes you can but it gets very complicated. So this is why this addon exists to simply that process.
Could you give us a more specific view on how you made the puddles? I tried some with 0% rouhgness and a light blueish with .1 blend value. Still doesn't look as realistic as yours.
I purchased mask nodes btw and it is a huge benefit for my work flow.
I'm actually doing an update on Mask Tools that will make this much easier. Hoping to upload it tomorrow, but the Mask Base node will have an input called Wet Map. I'll make a video to talk about the new additions. Happy you're enjoying the addon. :)
So if you were making this scene say for instance for a game in Unity3d would you still have to UV unwrap everything or can you just import the blend file into Unity3d with all of the textures...etc?
DW
You need unwrap for texture painting
Looks great but surely the yellow paint stripe should be damaged where the concreted has fallen away?!
Maybe not if it gets repainted a few times. Just depends on how old you want it to look.
Thank you so much
Does this work with Extreme PBR Combo?
I know this is 6 months late but for anyone reading: Yes, Extreme PBR combo loads up PBR textures - copy and paste one set of nodes into another material node-setup and hook the textures up to the corresponding nodes on the Mask Blend - then paint on a mask image and the 2nd material will come through under/over the first (then use the other sliders/settings to blend them as needed). I use them together all the time :)
Thats so advanced for me
nice tutorial. where can I download a texture paintbrush for free?
i know nothing about such things but do want to know, that said, about two minutes in .. make sure this that and the other, no none of it is there, the interface of texture paint thing, texture slots didn't even look like that, chose the brush in shading window, soft round, using wet shader, none of that is in texture slot bit.
ugh, just noticed 'active tool and workspace settings' is where i should of been, side tab i should of opened, totally missed that and when i'd opened texture paint it was the texture settings there not active tool and workspace, that'll be why nothing was there.
I can takrt free
What!!!
too bad its fucking $35
Well, Substance Painter is 19,99$ a month.
Good point
Useless. At no point did you explain how to use the mask paint option. (draw, soften smear, clone, fill, "mask")...