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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 görüntüleme • 10 ay önce •via X (Twitter)

18 Yorum

Gleb Alexandrov profil fotoğrafı
Gleb Alexandrov10 ay önce

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

Nathan profil fotoğrafı
Nathan10 ay önce

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

Prismal profil fotoğrafı
Prismal10 ay önce

Thanks so much dude!

Jon Noorlander profil fotoğrafı
Jon Noorlander10 ay önce

Like this! Done materials wrong for 20 years! Haha

Matt Hayashi profil fotoğrafı
Matt Hayashi10 ay önce

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

Prismal profil fotoğrafı
Prismal10 ay önce

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

Emad Ameri profil fotoğrafı
Emad Ameri10 ay önce

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

𝕞𝕒𝕩𝕧𝕠𝕝𝕥𝕒𝕣 profil fotoğrafı
𝕞𝕒𝕩𝕧𝕠𝕝𝕥𝕒𝕣10 ay önce

Curious about the best way to do this in Blender.

Prismal profil fotoğrafı
Prismal10 ay önce

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 profil fotoğrafı
koko ze10 ay önce

@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 profil fotoğrafı
Prismal10 ay önce

@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 profil fotoğrafı
koko ze10 ay önce

@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 profil fotoğrafı
Prismal10 ay önce

@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 profil fotoğrafı
Prismal10 ay önce

@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 profil fotoğrafı
SubWay10 ay önce

Can we use this for Blender?

Alfonso profil fotoğrafı
Alfonso10 ay önce

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

De Ridder profil fotoğrafı
De Ridder10 ay önce

Sharp observations!

DYLAN V profil fotoğrafı
DYLAN V10 ay önce

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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