Worn edges in Blender

Фильм және анимация

Add realism and detail to your scenes with procedural worn edges in Blender.
Buy my Scifi Shaders pack for procedural awesomeness.
app.gumroad.com/danielgrovede...
Scene file with edge nodes AND scratch nodes.
drive.google.com/file/d/1fGHA...

Пікірлер: 161

  • @ilonachan
    @ilonachan3 жыл бұрын

    The reason why the Bevel/Dot Product works like this is actually very interesting. We're basically doing vector math with normals here. The Bevel node gives us "imaginary" normals that would be there if the edges were beveled. These are the same everywhere except at the edges, where they are at an angle to the real normals. Linear Algebra tells us that =|a|*|b|*cos(alpha). Because normals in Blender all have length 1 we essentially get the cosine of the angle between the two kinds of normals. This value ranges from 1=cos(0) where the normals point in the same direction, to 0=cos(90°) where the normals are perpendicular. For an edge where faces meet at an angle alpha, 90° can't really be reached though; at the edge itself the bevel would be kinda halfway tilted, so the greatest angle between normals would be alpha/2. In other words: The pointier the edge, the smaller the dot product can get. TLDR, the dot product result gets smaller the closer we get to an edge, the extent to which it gets smaller is determined by the angle of the edge, and the falloff is based on the cosine. (if you want linear falloff, e.g. to play with even other kinds of transitions, try using an "arccos" node right behind the dot product) PS, I am shocked that there is no "Angle" operator in the Vector Math node.

  • @chillegaming1837

    @chillegaming1837

    2 жыл бұрын

    Man are you a Mathematician ?!?!?! Such a deep explanation !!!

  • @TauranusRex

    @TauranusRex

    Ай бұрын

    @@chillegaming1837 It is college level. you should do dot and crossproduct as an 16 year old in school.

  • @chillegaming1837

    @chillegaming1837

    Ай бұрын

    @@TauranusRex Bro this is a 2 year old comment ... I have done all this stuff in extreme depth and competitive exam level lol. And here it is "Basic" school level stuff

  • @PraxisVisuals
    @PraxisVisuals Жыл бұрын

    You helped me find a perfect solution to my problem! I was trying to make this mud on the edges of the panels of my ship, and this totally worked. After so many variations of this edge detecting effect, this was it! Thanks man!

  • @themaster9601
    @themaster96014 жыл бұрын

    Thanks for this, Daniel! I just found your channel and it’s really amazing, keep it up!

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    Thanks so much!

  • @davitbitsadze316
    @davitbitsadze3163 жыл бұрын

    Thanks man, finally I found someone doing it so creatively and well. Subscribed!

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Thanks! There are a few different methods out there but I found this one to be the simplest with nodes and got me the result I wanted.

  • @agentdunstone9176
    @agentdunstone91762 жыл бұрын

    great explanation, slow and steady. Thank you so much this is a lifesaver!

  • @DanielGrovePhoto

    @DanielGrovePhoto

    2 жыл бұрын

    Thank you! Save the node group into your startup file with a fake user so it won't be deleted and you'll always have it waiting for when you need it.

  • @LostZi0n
    @LostZi0n2 жыл бұрын

    Thank you so much for this.The results are really nice

  • @demonvalentine1
    @demonvalentine13 жыл бұрын

    Thank yo, Daniel. This tip will come in handy, and the bonus node group tip at the end answers a question I have had for a while. So thank you again.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Glad to help! I love having those handy node groups always ready. How cool would it be if someone made a addon or format that we could send and receive node group files? Hopefully Blender 2021 will have a good way to organize and share these with the new asset manager.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Check out my scifi shaders product on gumroad it has this and other great node group shaders. gumroad.com/danielgrovedesigns

  • @fittersitter
    @fittersitter4 жыл бұрын

    Nice Node. I took the mask as bump parameter for the color shader too. Plus i used a noise texture to make the paint color have dirt stains. It looks even more realistic.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    Great tips! Did your geek my startup file? I did some similar things to what you did. It's all about variation and detail! Thanks for enjoying it

  • @neilmarshall5087
    @neilmarshall50874 жыл бұрын

    Straight into my startup file..... Thank you.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    Yep! Thanks for watching

  • @GeoffSteeleAU
    @GeoffSteeleAU4 жыл бұрын

    Thanks so much - learned a heap, and things that I can apply to other uses too. Even the simple insight of how you have the preset node groups in your startup file unlocks far smarter ways of setting up b3d. Thanks

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    So glad to hear it! You may be a le to even make an accurate wire frame node with this trick. Thanks for watching and writing. What would you like to see next?

  • @GeoffSteeleAU

    @GeoffSteeleAU

    4 жыл бұрын

    @@DanielGrovePhoto TBH I know too little to know what to suggest : ) Just please do keep them coming.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    @@GeoffSteeleAU will do! Check out my other blender vids in the mean time.

  • @lawrencedoliveiro9104
    @lawrencedoliveiro91043 жыл бұрын

    4:55 It gives you a scalar (non-vector) value which is maximum (positive) when the two input vectors are parallel, zero when they are perpendicular, and minimum (negative) when they point in opposite directions. It’s equal to the product of the magnitudes of the two vectors, and the cosine of the angle between them. Just to clarify what this is achieving: the Bevel node is interpolating the normal across the edge; this lines up with the uninterpolated normal on the adjacent faces, but not on the bevelled edge. So the dot product is maximum on the faces, and decreases across the edge. The colour ramp flips this round, giving you a value that is larger around the edge (where you want the worn look to appear), and smaller on the faces.

  • @SolidTaylor
    @SolidTaylor3 жыл бұрын

    This is magic!

  • @AKIL1192
    @AKIL11922 жыл бұрын

    THANK YOU FOR THIS! Super clear and concise, SUBBED!

  • @DanielGrovePhoto

    @DanielGrovePhoto

    2 жыл бұрын

    Thank you! Make it a node group and add it to your startup file with fake user added so it doesn't get deleted. Very handy!

  • @Vondoodle
    @VondoodleКүн бұрын

    Really needed to tell us more about how it works rather then connecting

  • @DanielGrovePhoto

    @DanielGrovePhoto

    Күн бұрын

    The vector math behind it all is beyond me. I just know how to make it and make it look good.

  • @13Stewartc
    @13Stewartc3 жыл бұрын

    Super helpful. Thank you ^^ (Google drive link was much appreciated too, although i watched the video to see how it was built n how it works etc)

  • @DanielGrovePhoto

    @DanielGrovePhoto

    2 жыл бұрын

    Awesome!

  • @evoke2976
    @evoke29762 жыл бұрын

    This is awesome, thanks!

  • @DanielGrovePhoto

    @DanielGrovePhoto

    2 жыл бұрын

    Thanks! It's a simple and effective technique. It's also part of my scifi shaders pack that has some other awesome procedural stuff. danielgrovedesigns.gumroad.com/l/6shaders

  • @SuperLongfield
    @SuperLongfield3 жыл бұрын

    Thanks, I learned so much in just a few minutes

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    I'm glad to hear that thanks for watching and commenting! Much more to come in the future.

  • @ianwilson725
    @ianwilson725 Жыл бұрын

    Awesome tutorial, thank you so much

  • @SintyPone
    @SintyPone11 ай бұрын

    Wow. Thanks! Applied on my model. :)

  • @josiahmckinney679
    @josiahmckinney6793 жыл бұрын

    Amazing! I always use the pointiness node, which isn’t too great.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Yea I use to as well until I found this more effective method. I just wish either of them worked in Eevee!

  • @mytzplik
    @mytzplik4 жыл бұрын

    You are ae GENIUS!

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    I have my moments haha. Thanks for watching! What would you like to see more of?

  • @psy237
    @psy2373 жыл бұрын

    A little tip for everyone: for realistic materials, never ever touch the specular and only work with roughness and lighting ;) nice node group!!

  • @Birkkromann

    @Birkkromann

    3 жыл бұрын

    For me the standard of realism is Viz Guru. Though he uses Fstorm, he utilises both specular and glossiness - I don’t see how and why that should be different in Blender. As long as you can’t properly control IOR Cycles will never be completely realistic hence you’ll sometimes need to resort to using a map in the specular channel o achieve realism.

  • @bleve97
    @bleve973 жыл бұрын

    Great tutorial. Dot product is a vector sum thing.

  • @dumpsky
    @dumpsky3 жыл бұрын

    very cool!

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Glad you liked it.

  • @kimopuppy
    @kimopuppy4 жыл бұрын

    Your the Best!

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    Thanks!

  • @humansrants1694
    @humansrants16943 жыл бұрын

    Put this on a complex one object and it worked thanks.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    That's great! Thanks for watching using it.

  • @ThatGuy_33
    @ThatGuy_332 жыл бұрын

    Thank you for the video None of the other videos I watched mentioned that you had to be in rendered view and it took me way too long to figure out what the problem was

  • @user-og6hl6lv7p
    @user-og6hl6lv7p3 жыл бұрын

    The dot product node multiplies the normal vector (the direction of each surface is facing on your model) by normal of the bevel. Dot products can tell us if two vectors (in this case normal directions) are facing away/against each other. It returns a scalar value from -1 to 1. I haven't done the math, but I'm guessing values close to zero indicate there is an edge.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Ah thank you. I don't math.

  • @inhabitantwaps3qs803

    @inhabitantwaps3qs803

    2 жыл бұрын

    im no math but its basically masking edges by finding an exterior polygon angle betwene faces at maximum or inner angle at the lowest which if true affects a raduis around the edge this doesnt spread out over faces or rely on subdivisions like the pointinous node which is why i hate that way you need to subdivide a lot.

  • @CostAlexFrost
    @CostAlexFrost3 жыл бұрын

    Thank you, so much.)

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    You're welcome!

  • @Newcrafteur
    @Newcrafteur3 жыл бұрын

    great

  • @savagesauron4147
    @savagesauron41474 жыл бұрын

    Thanks for the tutorial. Very helpful! Subbed. :) Question for Eevee: You could technically create in Cycles, bake everything and then move to Eevee?

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    Yes you definitely could! Just bake it as a mask and you can use it for whatever in eevee and even tweak it a bit with color ramp.

  • @savagesauron4147

    @savagesauron4147

    4 жыл бұрын

    @@DanielGrovePhoto Great. Thanks for confirming. Much appreciated. Enjoy your weekend. :)

  • @Burning_Pit
    @Burning_Pit3 жыл бұрын

    Uhh... sir, my Rust color picked from Emissions color not the base color, can you tell me the reasons ? I'm using Blender 2.91

  • @hameddesign70
    @hameddesign703 жыл бұрын

    surprised by intro 🤗

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Thanks! I am primarily a photographer that uses Blender for photo composite backgrounds, props, and vfx. But due to the overwhelming response to my various blender videos on here I make more of them than photography content videos!

  • @sibience
    @sibience3 жыл бұрын

    The problem and I guess limitation with procedural methods like this is that this is not really how edge wear works in the real world. Edge wear should mainly be on the edges that are protruding the most but these methods always apply wear along all edges. Anyway great tutorial thanks!

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Very true it's not accurate to real world weathering. You could however make a blank black texture, apply it to the whole mesh and paint on it white where you'd like the weathering most, then use that as a mask for this effect.

  • @3dfvan640
    @3dfvan6404 жыл бұрын

    Good info

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    Glad it was helpful! What else would you like to see me cover?

  • @Visuals_by_Design
    @Visuals_by_Design3 жыл бұрын

    Hi, thank you for that, how could you use this system on a wood material to make , say an old beam?

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Well I'd gather a lot of reference photos, try to have them the same type of wood and same era or type of construction if you want realism and model based on what you see in the real world. You'll also need a good wood shader with lots of variety and no tiling, each beam needs to look different than the next. I found a good one named UCP wood though it is a clean wood look not very old. But with some layering of mixed noise nodes on top of the wood you may be able to make it look dirty and aged.

  • @gartersnake1919
    @gartersnake19193 жыл бұрын

    Cheers for the tutorial. What did you do during the cut at 9:55? I see that the material preview changed from white to black - I can't get my material to apply the object for some reason, its just staying white. Thanks!

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Sorry about skipping that little bit! Looks like a fault of mine with a video cut. So just before it turns black you'll notice a cut in my video and when it cuts to the new clip at 9:54 look at the long gradient node - it inverts. So flip those color handles so the gradient goes from black to white. Once I did that I think the viewport took a few seconds to calculate and when it finished the model turned black suddenly. I then play with those gradient values and tweaks the effect. Hope that helps, let me know!

  • @gartersnake1919

    @gartersnake1919

    3 жыл бұрын

    @@DanielGrovePhoto Thank you for getting back to me! Was wonder how to invert that. Will give that a try, very new to blender so thanks again!

  • @madsnylarsen
    @madsnylarsen3 жыл бұрын

    great tut on procedural edge scratches :)... can i just add, i found it a bit confusing to follow along, you make a great effort explaining the node, but i am missing the ability to follow along visually :(, to see the impact different nodes has on the model and thereby understand what happens under the hood, might also be a great idea to use a strong color instead of a reflective material, since is is really hard to see at least while explaining the core of the node setup.. im only saying this because i think your doing great tuts, great voice over, good pace etc. :D keep it up sir ;).

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Thanks for the input and I totally understand the difficulty. I think this is one of the more subtle things that can be hard to see along the way. I highly suggest getting node wrangler and using it to preview the nodes along the chain as you develop it. I think it's CTRL SHIFT click a node and it allows you to see the output thus far leading up to that node.

  • @oldhorseau1
    @oldhorseau14 жыл бұрын

    dot product gives you a vector (line) perpendicular to the other two vectors (lines)

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    Oh wow thank you for that! I barely passed pre algebra back in the day lol math is not my forte. I was too busy rockin in art class!

  • @manucamarixta
    @manucamarixta3 жыл бұрын

    How can i create an editable mask from this node group to decide which parts have worn edges and which dont?

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    You'll want to use texture painting for that. I don't yet have a tutorial on this but maybe I'll one soon. There are definitely some out there already you just want to paint a simple black and white texture over the mesh and use that as the mask by plugging it in to the mix factor of a mix shader or mix rgb node.

  • @lordhumungus3157
    @lordhumungus31573 жыл бұрын

    Thanks for this Addon! But is the any way to make the outside edges really sharp? Like scratched paint

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Ya you'll need to adjust the color ramps so the edge mask is sharper rather than smooth. Then use noise overlays to add irregularity. Use the resulting edge color data to mask between the paint BSDF and another BSDF for the surface under the paint.

  • @lordhumungus3157

    @lordhumungus3157

    3 жыл бұрын

    @@DanielGrovePhoto Thanks for the quick answer! I got it now

  • @badrabbitpictures
    @badrabbitpictures4 жыл бұрын

    You're a WIZARD! or Sorcerer….what's the difference? Doesn't matter, you're the absolute best!

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    haha thank you

  • @sunshineconch5377
    @sunshineconch53774 жыл бұрын

    Thanks!

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    You're welcome thanks for watching. What would your like to see next time?

  • @sunshineconch5377

    @sunshineconch5377

    4 жыл бұрын

    @@DanielGrovePhoto Hmm.. good question. You wouldn't happen to know anything about how to get the cloth simulation to behave? A video with tips about that would be useful - I've started learning it and I run into runaway physics engine errors and unwanted object interpenetration quite a lot. Hard to get the settings right.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    @@sunshineconch5377 That's an area I'm not to experienced in. I've only used it a hand full of times to simulate a hanging banner or flag flapping in the wind for some of my environments.

  • @sunshineconch5377

    @sunshineconch5377

    4 жыл бұрын

    @@DanielGrovePhoto Oh well :) No worries!

  • @jeffspinner6579
    @jeffspinner65794 жыл бұрын

    Ty for something to think about. Don't worry about dot products, it's an introductory matrix function that's no big deal. HoudiniFX needs it to, if you want to "float a boat" on a waving ocean. All of math, is actually simple to understand, if you go one step at a time. Most people freak out because _their teachers_ only taught them their fear of mathematics, which is truly a horrible state of the world.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    Thanks. Yeah math has never been my strong point, I barely passed pre algebra! But I suppose I'll have to learn math nodes eventually! I also believe you can't learn something if you're scared of it.

  • @jeffspinner6579

    @jeffspinner6579

    4 жыл бұрын

    @@DanielGrovePhoto, actually, all studies show, you need to feel safe to learn. I assume that's why our news stokes fear 24/7. In 9th grade a social studies teacher teaching her class Algebra told me math wasn't my thing after I got a 94 on the NYS Regents exam. (No jk). It was true I won't argue for more points after I would get anything after 92, cause who cares, 94, fine. My bro would argue and he'd get a few points. He also got his Master's degree first. My first Masters Degree was in Applied Mathematics and Statistics, so NEVER consider little people that teach you only their fear of mathematics as doing you or society a service. They are not. My niece was failing math, she was in JHS at the time. I taught her how to learn math, not mathematics. Nothing in school until graduate education is math, everything until grad school is arithmetic, which is sad, because when I was taught how and why some things were discovered for problems that came up, or just because some dude was fooling around with formal thinking and came up with something novel, that's when you saw the beauty of mathematics. It took me 2 years for the Greek symbols to become transparent and I just saw the ideas. Then a freakin' graduated... boy that sucked. Arithmetic, as long as you slow down and understand each step, is doable. Promise. When I didn't know how to learn mathematics I was trying to do too many steps at a time. My first job I tried where I didn't have to lie, cheat, steal, break things or hurt people was as a NYC BOE Math teacher. Unfortunately, kids can't learn math, if they can't read (in HS!) so that didn't work. They only wanted to know the answer, as I told them over and over, the answer is irrelevant, it's how you get to the answer that's important. My niece got it, even after she first stated, "girls can't do math." I said, so sry, but your dad is a great engineer, so you can do math too (you have to make it personal for kids that age). She went from 55s to 95s in about 8 months and stayed there, because learning how to learn is more important than doing arithmetic tricks. Each subject is very different. Math is a skill like playing the guitar, it has to be learned and practiced, and then voila, oh, I see... I went to grad school around 30 years old, don't think you're too old to learn math of any type. I did so as a conditional admission after 18 credits of As, over a year in night school, and I graduated. All the kids with me, had been doing that stuff for 10-15 years. The only difference between me and ppl that are afraid or think they can't learn math is this: I see a problem, I immediately go "I'm screwed, there's no way I can solve this," then I go, ok, let's see if this works, or that works, and I calm down and try things, and amazingly, I always eventually solve the problem! (Tyvm social studies teacher for traumatizing me to this day, I just have to shepard that little boy around you.) I think of learning things in time frames of living. If your still living, you can improve something. Enjoy.

  • @scatterbrainart
    @scatterbrainart2 жыл бұрын

    Damn, I thought I was doing something wrong until I realized this only really shows up in the render. Anyway, as far as I can tell, Amount doesn't do anything. And what does the Roughness plug into?

  • @DanielGrovePhoto

    @DanielGrovePhoto

    2 жыл бұрын

    I've done that too! And still do sometimes. Same applies when using material displacement!

  • @lawrencedoliveiro9104
    @lawrencedoliveiro91043 жыл бұрын

    1:11 The Renafox model is here: sketchfab.com/3d-models/radial-symmetry-test-86e211e4f0a94a63aa731871ec537d97

  • @ZOIDGARTH
    @ZOIDGARTH Жыл бұрын

    So, is there a way of getting this to work on a mesh that has keyframe animations on it? The noise in the worn edges slides across the mesh parts that move.

  • @ZOIDGARTH

    @ZOIDGARTH

    Жыл бұрын

    It seems to fix it if you have a UV texture coordinates and a mapping node plugged into the noise mix

  • @ZOIDGARTH

    @ZOIDGARTH

    Жыл бұрын

    Scratch that. I did that to the wrong texture. Seems to be working randomly now and I have no idea why.

  • @wadeeliason969
    @wadeeliason9692 жыл бұрын

    I will have to try this out, I have played with the pointiness option. I do wonder if there is a way to exclude the inward sharp edges that in the real world wouldn't get the wear?

  • @DanielGrovePhoto

    @DanielGrovePhoto

    2 жыл бұрын

    Yeah I wasn't a fan of pointiness compared to my method. And there may be with some advanced node work. That's way beyond me though. My node knowledge is actually pretty limited haha.

  • @wadeeliason969

    @wadeeliason969

    2 жыл бұрын

    @@DanielGrovePhoto mine as well. I do appreciate people showing the basics

  • @pauldefaire
    @pauldefaire2 жыл бұрын

    Hmm, am i missing something? The bevel+dot node does absolutely nothing in my shader. I get zero scratches. The noise only works if I bypass that entire thing.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    2 жыл бұрын

    Are you viewing it in rendered view? The edge detection is only visible in rendered view.

  • @jacquescolletti3028
    @jacquescolletti30283 жыл бұрын

    merci beaucoup passionnant, si je pouvais, je vous mettrez plein de "like"

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Merci d'avoir regardé

  • @TuxGirl01
    @TuxGirl013 жыл бұрын

    How do I import this into another model that I have already created? I saved it to my startup file, but I can't seem to access it in a project I'm already working in. Is there a way to import nodes from one .blend file to another .blend file?

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    In your new Blender project go to File > Append, find the blend file with the node group you want, locate the material or node group (don't remember what it's listed as) and click append. A better way is to use the startup method for more common things you'll use repeatedly. Make sure you click on the make fake user button (shield) so it will be preserved in the blend file if it has no users. Next in your new blend project make a mesh, give it a material, in the node group editor, rock click and go to groups and your saved node group should be in that sub menu there.

  • @artofasheer2836
    @artofasheer28362 жыл бұрын

    Het, at 9:06, you click on the oputput and press what key? because i press n and i get only the option to rename the output name not the sockets name

  • @DanielGrovePhoto

    @DanielGrovePhoto

    2 жыл бұрын

    Oh you have to have the inputs node selected sorry I should have said that! The N panel shows options for whatever node you have currently selected.

  • @graphicsmatt
    @graphicsmatt3 жыл бұрын

    A deal breaker for me is that the bevel nodes (and ambient occlusion nodes) aren't supported in Optix yet, so with this node setup, I have to use CUDA, which is far slower. Hopefully nvidia will fix that moving forward, because I think this could really be a better option than the Pointiness node route.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Didn't know they were CUDA specific. Do you mean cycles only and not eevee?

  • @graphicsmatt

    @graphicsmatt

    3 жыл бұрын

    ​@@DanielGrovePhoto Well, these Shaders don't work at all in Eevee. But when you have Optix set in your preferences as your Cycles Render Device, you get the following error when trying to use Render Preview, or Rendering: "Optix backend does not support 'Ambient Occlusion' and 'Bevel' shader nodes yet.". It does work if you switch to using CUDA as your Cycles Render Device.. but again, Optix is almost twice as fast for me, so.. yeah (this is using a non-RTX card, btw). It's a good idea though! I do hope nvidia adds it in a future driver update.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    @@graphicsmatt oh now I understand, thanks for clarifying that. I have not tried Optix yet but I'm glad to know now but it doesn't support all the things that I might use.

  • @mrfeathers3938

    @mrfeathers3938

    3 жыл бұрын

    @@graphicsmatt dude same! I had to switch back to cuda. Also this isn’t working on my edges?! It’s mainly faces and stuff. I’m in 2.91 so idk if that makes a difference

  • @mrfeathers3938
    @mrfeathers39383 жыл бұрын

    This is only working mainly on my faces and not edges? Why? I’m in blender 2.91

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Maybe your mask is inverted.

  • @kurabiyecnv-
    @kurabiyecnv-8 ай бұрын

    How can i worn edges that have more than 90 degree?

  • @timothyj67
    @timothyj67 Жыл бұрын

    @9:35 my model still stayed white when you adjusted the black level, and when you adjusted musgrave it didnt change like yours did Im in shaded viewport

  • @DanielGrovePhoto

    @DanielGrovePhoto

    Жыл бұрын

    To see the edge effect here you must be in renders view. If you're not seeing the Musgrave be sure it's added correctly in mix rgb and mix factor is turned up.

  • @SamualWetherby
    @SamualWetherby2 жыл бұрын

    Great video, but have searched forever and see no "Interface" options in NODE table (N) to the right. Just Reset Node, Name: , Label, Color....

  • @DanielGrovePhoto

    @DanielGrovePhoto

    2 жыл бұрын

    Interface? What's it for. Have your seen it elsewhere?

  • @timothyj67
    @timothyj67 Жыл бұрын

    my model clips bad in shaded view only my clip settings are clip start: .01 End clipping: 10000m It doesnt clip in standard view ro rendered view. Using Blender 3.3

  • @paulatreides6711
    @paulatreides67114 жыл бұрын

    so many steps just for worn edges , what blender is waiting for to put a a dirt node like in octane

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    Haha agreed. That's the way of things with Blender right now. I think the bulk of development is spent on the more foundational big things. The smaller niche things (although a popular one) of adding dirt and wear takes a back seat for now. But I'm sure in time it'll me implemented more smoothly. Nodes do give you a lot of control though it's like writing your own program! And thankfully I don't have to do this work anymore as the shader I made is now in my Blender startup file!

  • @FlashySenap
    @FlashySenap3 жыл бұрын

    can you bake this to textures?

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Yes I just don't know how, sorry! That way you could use it in Eevee!

  • @triangle4studios
    @triangle4studios2 жыл бұрын

    The problem is that it is with cycles, which is completely obsolete. They need to add support for eevee, which I hope they are going to.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    2 жыл бұрын

    Cycles is obsolete? Who's saying that?

  • @triangle4studios

    @triangle4studios

    2 жыл бұрын

    ​@@DanielGrovePhoto Eevee does in seconds what takes cycles up to an hour to do. Cycles has advantages over eevee in some areas, but it is and has been (since its creation) the goal of blender foundation to replace cycles with eevee once everything that can be done using cycles, can be done in eevee but much faster. Eevee has come so far since its creation too. Its impressive to see them closing the gap on that goal. It was written in a few articles in its initial years, that eevee was to replace cycles once fully mature. They dont talk about it much because some people depend on cycles and are afraid of change. But once that gap is closed and there is no longer a need for cycles it will be removed just like every other obsolete feature they have crushed over the years.

  • @symetridyspite2356
    @symetridyspite23564 жыл бұрын

    Oh 😲 my desktop in KZread

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    ?

  • @symetridyspite2356

    @symetridyspite2356

    3 жыл бұрын

    Daniel Grove Photo Please config desktop for compare

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    @@symetridyspite2356 I'm not sure what you're asking for I'm sorry.

  • @nigratruo
    @nigratruo3 жыл бұрын

    I wish this was not so convolutely complicated. Sadly, everything seems to end up with 210+ nodes in order to create basic things like irregularities on materials, a thing that should by now be standard in materials. When ever did raytracing and modelling turn into building huge node trees?

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    I mostly agree. I wish such a common thing would be premade or at least simlified for us. But nodes are like the alphabet - they are the most basic pieces to an endless world of possibilities. You can't write a book without learning the alphabet, grammar, and new words made from those letters. Because they are so open ended and simple you do have to combine them to get specific results. Compared to other tutorials I've seen my method is actually pretty simple and light weight.

  • @nigratruo

    @nigratruo

    3 жыл бұрын

    @@DanielGrovePhoto Yeah. My beef with them is mostly that it feels like a complete hack, as these things often only show during final render, not in preview. And I have been doing raytracing for A LONG TIME, since it was first possible to do in the 90'ies in the last millenium and when I revisited it, I was shocked to find, "nope, we are STILL doing hacks", like faking looks instead of building it with real geometry. One thing that I really hate about that is: If you zoom in, you can see that it is fake. (like in bump mapping) I just think that everybody that leans heavily on nodes will impede and progress to include these things directly in Blender (for example have more nodes that are premade, instead of having to reinvent the wheel by stringing 30 nodes together) or not having to use nodes at all, by being able to apply a AGED modifier, that makes everything look used, scratched and pitted. Because hey, you can do it with nodes. I also mainly don't understand what color ramps do or how nodes work together, even after watching many tutorials and my own experimentations usually lead to nothing of value.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    @@nigratruo yea working with image textures will always have that annoying limit of resolution and once images get close to and above 8k their file sizes are huge. Procedural are a different story though as they don't have resolution or files to deal with but if you don't like node trees you'll really hate procedural texturing. A color ramp is a way to take image date (input) and alter the color range output (output). If you feed an image in to it and you have a black on the left and a white on the right (of the ramp gradiant) the outputted image will be a normal black and white image. If you drag the black to the right the dark parts of the image grow and get darker. The opposite will happen if you drag the white to the left. You can also add colors along the gradient for other results. I use color ramps in this video to change image signals for masking to get it just where I want it. Here's a fun way to learn them - use eevee in render view, plus an image in to a sphere's Roughness input on the BSDF shader. Assuming it has other objects or an environment around it to reflect you can then put a ramp inbetween that image node and the roughness input and alter how rough the image makes your sphere. Check out my PBR shader video maybe it will help. kzread.info/dash/bejne/q2yptbRxhpvVnNo.html

  • @lego1168
    @lego1168 Жыл бұрын

    Does this still work?

  • @DanielGrovePhoto

    @DanielGrovePhoto

    Жыл бұрын

    Yep

  • @davidyisrael007
    @davidyisrael0073 жыл бұрын

    This is incredibly complicated. I cant believe there isnt an easier way. How is everyone else doing this? And what about when you have texture maps already? There needs to be a simpler way.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    It definitely seems that way at first but once you've made your node group and saved it in your startup file all you need to do with future projects is add it from the node group menu when you want this feature. That's a huge time saver and most procedural shaders that emulate real world stuff are crazy complex! This one's actually very simple. But ultimately I agree there should be a bide for edge detection pre-built in Blender that works like what I've made here. Thanks for watching and I hope you learned some helpful tips.

  • @davidyisrael007

    @davidyisrael007

    3 жыл бұрын

    @@DanielGrovePhoto I bookmarked the video to my blender folder. Im still trying to figure all this out. Not easy.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    @@davidyisrael007 I hear you! Start with my basic videos on modeling, textures, and intro to blender.

  • @generichuman_

    @generichuman_

    2 жыл бұрын

    @@davidyisrael007 This is pretty straight forward as far as blender is concerned. If you're just learning, maybe don't start with procedural texturing tutorials...

  • @Captianmex1C0
    @Captianmex1C02 жыл бұрын

    I don't know what happened but for some reason the entire object appears Black, literally a Complete Void, I'll try the color ramps Edit: Jesus fucking Christ I was Working on the Wrong object this entire time, All those Hours trying to perfect the nodes and all I was doing was Ruining my Snow Texture lol.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    2 жыл бұрын

    Make sure the shader is plugged in to the material output and then work your way through each node to find out where it went black. use node wrangler to preview each node. Also this trick only works in cycles in rendered view / the final render.

  • @pwnsire5900
    @pwnsire59003 жыл бұрын

    made the node in 2.8 but it just acts like a glorified noise mask and doesnt interact with edges whatsoever

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Hmm without seeing what you did I can't really diagnose it. Make sure you're in Cycles and I think the result can only be viewed best when rendered. Maybe go back through and be sure you did things exactly like mine, then start tweaking it to your liking.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    But if it's not sticking to the edges make sure the early nodes are correct and that your color ramps are right too as those dial it in rather than covering larger areas.

  • @nigratruo
    @nigratruo3 жыл бұрын

    A shame that you did not show the end result. The things that are visible are very underwhelming considering how much work this is.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    At 0:37 I showed 4 images that use it. The work is well worth it though once you save your node group to your startup file you won't have to redo it ever again.

  • @nigratruo

    @nigratruo

    3 жыл бұрын

    @@DanielGrovePhoto Good point. I always think it is important in tutorials to show the end result in the beginning, to see what this is supposed to look like in the end. Why the blue? Wouldn't that look better in grey metal color?I like the light saber pic, which looks like used metal. That would be great for the models you did. I appreciate your work and as a creator myself, I know how much work this takes and only want to criticize constructively.

  • @rokuonl2297
    @rokuonl22973 жыл бұрын

    it doesn't work for some reason

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    Are you using cycles? And this effect is only visible in rendered view or in the final render. Material view does not show it.

  • @rokuonl2297

    @rokuonl2297

    3 жыл бұрын

    @@DanielGrovePhoto found out that you need subsurf , great tutorial btw

  • @DanielGrovePhoto

    @DanielGrovePhoto

    3 жыл бұрын

    @@rokuonl2297 Oh! For which part?

  • @rokuonl2297

    @rokuonl2297

    3 жыл бұрын

    @@DanielGrovePhoto for the edge wear part wear you connect the geometry and bevel normals to the vector math node

  • @badrabbitpictures
    @badrabbitpictures4 жыл бұрын

    Excellent Tutorial. I will be adding to my toolbox. What can you teach us of wise one, in the way of Cyberpunk? I've been using Blender to work Concept art for my screenplay - a Sci-Fi dystopian/mythological/ancient aliens story (or is it?) I am a newbie for sure, and at first I was only concerned with getting my visuals done. Now, I am addicted to learning Blender. My universe is a cyberpunk world of 15,000 years ago, and the story is Dune married to Game of Thrones (professional reader's words.) So the visuals have been challenging. Thank you Daniel for teaching me the concepts I so desperately need. If you want to see my amateurish attempts so far, you can find them on my twitter amoham11, Instagram RealmOfLyra, and the concept page on the website www theanukchronicles dot com. If you check it out....you may see some of your influence. Thanks again.

  • @DanielGrovePhoto

    @DanielGrovePhoto

    4 жыл бұрын

    Thanks so much for watching the video and I'm glad you learned something helpful from it. This is something I've wanted to do for a long time and blender and I don't feel like paying for and learning substance painter just yet. I feel like I can almost achieve that quality of work with this trick. Your story sounds really intriguing an awesome I love stories like that Ancient, Future, cyberpunk all that is my favorite. I'll definitely check out your stuff when you get a chance. Also you're in luck my next video is going to be how to make a Tron City like seen in TV that renders in real time. And it looks really good. I also made a cyberpunk city you can see on my art station that I may do it tutorial for as well if you send me your email I can send you the file for that it also rented in real time with Eevee and the 2 shaders I made to make the buildings look like cyberpunk superstructures is really fun to play with.

  • @badrabbitpictures

    @badrabbitpictures

    4 жыл бұрын

    @@DanielGrovePhoto my email is amoham4935473@gmail.com I look forward to your next tutorial, as I have a scene I have to compose...with a supercharged heroine destroying an attack ship, in a city....so am in need of a cyberpunk setting lol. Send me an email, I'd love to send you the pitch for the screenplay, so you can see what it's about. I adapted a feature length screenplay with a writer/producer who was involved with Marvel's 'The Incredible Hulk', in May 2020. Due to pandemic, I've decided to adapt the very expensive project into a streaming series...so pilot screenplay being written as we speak. Well, thanks again....and to you and your subscribers....best to everyone.

Келесі