How to add REALISTIC Dust and Hair in Blender
In this video you'll learn how to use a particle system in Blender to add realistic dust and hair to your objects for some sick detail.
I didn't mention this in the video, but I do currently have a fivver, if you guys need 1:1 help learning Blender: www.fiverr.com/ej3d_art?up_ro...
Cool FREE objects to try adding dust to:
sketchfab.com/3d-models/simpl...
sketchfab.com/3d-models/darth...
sketchfab.com/3d-models/book-...
The first two renders in the intro are from: www.artstation.com/stillseeking
Make sure to like and subscribe!
Check out my addon TRASHED: blendermarket.com/products/tr...
My Instagram: / ej3d_art
#blender #blender3d #blendertutorial
00:00 - Intro
00:12 - Adding DUST
01:43 - DUST Material
02:59 - Dust Variation And Hair
04:32 - Using Weight Paint For Finer Control
06:21 - Outro
Пікірлер: 58
Quick tip: instead of changing the inputs of the Transparent BSDF and the Diffuse BSDF to be able to increase the mix factor, just leave the inputs as they are and decrease the value.
@EJ3D_Art
8 ай бұрын
Yea I should have done that but for some reason I didn’t, haha thanks for pointing it out.
Love the professionalism Ethan, so sick 🙌🏽
Very useful tips, explained the process in an easy way. Thanks for creating this tutorial. You deserve more subscribers and likes. Keep going :)
Great Video! Great explained in short time but still enough in depth to follow. Its so great how much realism this adds
@EJ3D_Art
8 ай бұрын
Yea it’s a neat trick
Sick stuff man!
Nice, simple and effective setup, i need to play with particles more
Dude, i was watching that dude some time ago, and thought of making it in blender too. This is amazing xD
finding this video again proved to be too hard ... why ... its so damn useful
@EJ3D_Art
6 ай бұрын
Thanks!
give the man 1 million subs already. Quality editing Ethan.
great video and those renders look so super duper realistic i thought the pen was real for some seconds :P
@EJ3D_Art
8 ай бұрын
Thanks man, awesome to know that the pen looks realistic!
always wanted to know how to do this, thank you
Awesome!🤘
Cool idea and not a bad tutorial. But it would be nice if you actually used rendered view of what you do, especially when you set up materials and perform finishing touches.
Excellent video
Great stuff thanx
woah thanks
Good tutorial.
sick
super useful!! looks really hyperreal, I'll definitely use this, thanks!!
@denisspap
8 ай бұрын
hi lego me
@EJ3D_Art
8 ай бұрын
Thanks so much! I just watched your presentation at the blender conference and thought it was awesome! Your work is really inspiring.
Legend. Absolutely needed this for close up character portrait for skin flakes.
Thanks
@EJ3D_Art
8 ай бұрын
All good man, hopefully it helps!
Boss 🙌
You got on my recommended and you deserve it x100
@eprogram6523
8 ай бұрын
The fun thing is that you can also bake it in the normal map
@EJ3D_Art
8 ай бұрын
Thanks man, good to know you liked it!
@eprogram6523
8 ай бұрын
:)
I'm only 4 seconds in, renders look great, is also named Ethan and does 3d? subbed.
@EJ3D_Art
8 ай бұрын
😉 thanks man
Nice tutorial, definitely will use this! To improve the workflow, maybe you could throw in an ambient occlusion map to get more dust on the crevices and less on the ridges?
@EJ3D_Art
8 ай бұрын
Yea I was thinking that but not sure how to use it in a particle system
@fiveoneecho
8 ай бұрын
@@EJ3D_Art I'm not sure you could do this with the default particle system. You could do it pretty easily in geonodes by referencing a texture image for the density map instead of the vertex weights (you could also just implement ambient occlusion in geonodes as well fairly easily if you didn't want an external reference). This would let you use any shader-/texture-based workflow for the AO. I would just bake the ambient occlusion from the cycles node onto the texture. Edit: the other benefit with a texture image is that you don't have to deal with the jankiness of vertex painting on a low-density mesh.
@EJ3D_Art
8 ай бұрын
Good idea, I’ll definitely try this.
@fiveoneecho
8 ай бұрын
@@EJ3D_Art make sure you use a named attribute node referencing the UVMap attribute as the vector input for the image. I can’t tell you how many times I’ve forgotten to do that and been confused about why the texture is not lining up by default like it does in the shader editor.
@EJ3D_Art
8 ай бұрын
Haha, yea I’ll make sure to. Thanks for letting me know
Whack'em pen 😂🤣 Awesome video btw ✨ *subscribed
Dirty! I like it! 😁
Looks really awesome thank you Now do another one with geometry nodes instead of particles :)
@EJ3D_Art
8 ай бұрын
working on it now!
@EladBarness
8 ай бұрын
@@EJ3D_Art really? Awesome!
Is it possible to do this in geometry nodes using a new hair system?
@EJ3D_Art
8 ай бұрын
I’m not sure, but maybe? If there was a way it might have more control over the scattering.
@TripTilt
8 ай бұрын
absolutely. You can use vertex groups and more in geonodes as well.
@user-fe8cp1wu7g
8 ай бұрын
@@EJ3D_Art It would be great to use a new fur system to make plumage for birds, in this system the length of the particles is very conveniently adjusted and if they are replaced with feathers, then an ideal coating will turn out.
imagine still using the particle system for scattering lol
wouldn't that be easier to do in geometry nodes ?
@EJ3D_Art
8 ай бұрын
Maybe? I’m not sure, I tried it but it just seemed a lot easier to teach and recreate using a particle system.
my dude, scale your UI. Not all of us have a 20k resolution screen.
@EJ3D_Art
7 ай бұрын
Haha, scaling it up now!
dude, your pen is filthy