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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 Aufrufe • vor 10 Monaten •via X (Twitter)

18 Kommentare

Profilbild von Gleb Alexandrov
Gleb Alexandrovvor 10 Monaten

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

Profilbild von Nathan
Nathanvor 10 Monaten

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

Profilbild von Prismal
Prismalvor 10 Monaten

Thanks so much dude!

Profilbild von Jon Noorlander
Jon Noorlandervor 10 Monaten

Like this! Done materials wrong for 20 years! Haha

Profilbild von Matt Hayashi
Matt Hayashivor 10 Monaten

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

Profilbild von Prismal
Prismalvor 10 Monaten

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

Profilbild von Emad Ameri
Emad Amerivor 10 Monaten

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

Profilbild von 𝕞𝕒𝕩𝕧𝕠𝕝𝕥𝕒𝕣
𝕞𝕒𝕩𝕧𝕠𝕝𝕥𝕒𝕣vor 10 Monaten

Curious about the best way to do this in Blender.

Profilbild von Prismal
Prismalvor 10 Monaten

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.

Profilbild von koko ze
koko zevor 10 Monaten

@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.

Profilbild von Prismal
Prismalvor 10 Monaten

@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.

Profilbild von koko ze
koko zevor 10 Monaten

@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.

Profilbild von Prismal
Prismalvor 10 Monaten

@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.

Profilbild von Prismal
Prismalvor 10 Monaten

@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.

Profilbild von SubWay
SubWayvor 10 Monaten

Can we use this for Blender?

Profilbild von Alfonso
Alfonsovor 10 Monaten

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

Profilbild von De Ridder
De Riddervor 10 Monaten

Sharp observations!

Profilbild von DYLAN V
DYLAN Vvor 10 Monaten

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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