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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 просмотров • 10 месяцев назад •via X (Twitter)

Комментарии: 18

Фото профиля Gleb Alexandrov
Gleb Alexandrov10 месяцев назад

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

Фото профиля Nathan
Nathan10 месяцев назад

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

Фото профиля Prismal
Prismal10 месяцев назад

Thanks so much dude!

Фото профиля Jon Noorlander
Jon Noorlander10 месяцев назад

Like this! Done materials wrong for 20 years! Haha

Фото профиля Matt Hayashi
Matt Hayashi10 месяцев назад

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

Фото профиля Prismal
Prismal10 месяцев назад

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

Фото профиля Emad Ameri
Emad Ameri10 месяцев назад

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

Фото профиля 𝕞𝕒𝕩𝕧𝕠𝕝𝕥𝕒𝕣
𝕞𝕒𝕩𝕧𝕠𝕝𝕥𝕒𝕣10 месяцев назад

Curious about the best way to do this in Blender.

Фото профиля Prismal
Prismal10 месяцев назад

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.

Фото профиля koko ze
koko ze10 месяцев назад

@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.

Фото профиля Prismal
Prismal10 месяцев назад

@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.

Фото профиля koko ze
koko ze10 месяцев назад

@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.

Фото профиля Prismal
Prismal10 месяцев назад

@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.

Фото профиля Prismal
Prismal10 месяцев назад

@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.

Фото профиля SubWay
SubWay10 месяцев назад

Can we use this for Blender?

Фото профиля Alfonso
Alfonso10 месяцев назад

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

Фото профиля De Ridder
De Ridder10 месяцев назад

Sharp observations!

Фото профиля DYLAN V
DYLAN V10 месяцев назад

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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