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So I've made a youtube channel to share tutorials that don't quite fit on my Artstation, and thought I'd share. You're doing Surface Imperfections Wrong!

88,779 次观看 • 10 个月前 •via X (Twitter)

18 条评论

Gleb Alexandrov 的头像
Gleb Alexandrov10 个月前

Love your art, so it's such a great news! Looking forward to your upcoming youtube videos.

Nathan 的头像
Nathan10 个月前

I have no use for this but it's so fascinating. Subbed!

Prismal 的头像
Prismal10 个月前

Thanks so much dude!

Jon Noorlander 的头像
Jon Noorlander10 个月前

Like this! Done materials wrong for 20 years! Haha

Matt Hayashi 的头像
Matt Hayashi10 个月前

Looking forward to giving this a proper watch! (Also the design/motion graphic stuff through the tutorial is really good too ha)

Prismal 的头像
Prismal10 个月前

Thank you! These take so long, hope they make explanations clearer

Emad Ameri 的头像
Emad Ameri10 个月前

How did we not know about this? 😩 Loved the video on yt by the way. Appreciate you sharing your knowledge ❤️

𝕞𝕒𝕩𝕧𝕠𝕝𝕥𝕒𝕣 的头像
𝕞𝕒𝕩𝕧𝕠𝕝𝕥𝕒𝕣10 个月前

Curious about the best way to do this in Blender.

Prismal 的头像
Prismal10 个月前

I'm barely scratching the surface of Blender from afar at the moment, but a bunch of friends have converted their setups with a Mix Shader.

koko ze 的头像
koko ze10 个月前

@maxvoltar That might be wrong :/ This doesn't add a shader on top of another one but just switches one for the other. The only way to have oily smudges on a surface is to use the "Coat" section in the principled shader. So I belive that Blender has a 1 layer limit in that regard.

Prismal 的头像
Prismal10 个月前

@maxvoltar There are no hierarchies in material layering, you are showing a different shader at X opacity on a surface, it isn't actually interprating any depth between the two materials. Here 2 renders with inverted hierarchies, identical results. VrayBlend is 10 stacked Mix Shaders.

koko ze 的头像
koko ze10 个月前

@maxvoltar Sorry I think I ment something different I guess. How do you tackle a material that has a slimy bugger on it all inside of a shader with single geometry? If I do it the mixing way then I have the problem that I can see behind the object since I need to enable transmission.

Prismal 的头像
Prismal10 个月前

@maxvoltar Since MTL Layering doesn't actually simulate thickness, your slimy shader should be a "slimed version" of your underneath surface. If you actually make a refractive slime on an opaque surface, you'll see through, so opaque surfaces must have a "slimed opaque" shader instead.

Prismal 的头像
Prismal10 个月前

@maxvoltar We do an in-between that is a "slimed up version" of the current surface you are applying it to. In the tutorial none of the materials applied to opaque surfaces are refractive! Always Opaque on Opaque, Refractive on Refractive.

SubWay 的头像
SubWay10 个月前

Can we use this for Blender?

Alfonso 的头像
Alfonso10 个月前

it's all about observation, thanks for making these and sharing the details. great work !

De Ridder 的头像
De Ridder10 个月前

Sharp observations!

DYLAN V 的头像
DYLAN V10 个月前

Hello, I have a question regarding your solution: since the coat acts on top of the roughness, can we use the coating to achieve the same result?

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