Your screen recording software is horrible. Every time you do something the screen blurrs and I can't see what you are doing…..and I have the video quality on Youtube set to 1080p
I was modelling at work today and just as I went to save my asset blender crashed on me and I lost a whole days work cause I did the novice mistake of not saving as I go 😂
Thanks for this technique! I made an equivalent of the Mapping node using a bunch of math nodes, if it interests you. That way you can use other nodes for the input of the translation/scale/rotation values.
A solution for the grouping problem: Grouping the Mapping node makes no sense indeed, but as a solution: Group the rest! Leave the 2 vector inputs (normal, scratch rotation) as inputs for the group, and have the output be the color. This way, you only have to duplicate the mapping node.
If you apply the node setup as at 4.07 to a cube the ‘y’ aligned faces render OK, but the ‘x’ and ‘z’ faces don’t. This may better illustrate the distortion mentioned at 5.57. One work-around may be to use the Math Vector node.
I'd love to know, is it possible to use an ambient occlusion to affect the positions of the scratches on an object, perhaps using two shaders and the ambient occlusion map as a factor for a mix node?
Instead of using the separate XYZ and combine XYZ trick, could you use a Vector Math node set to add and simply add the vector from the mapping node with the wave texture? It seems to give the same visual results and I find it more logical (mathimatically). However I know little about how this actually works, so I fear there are some downsides to my method.
And thank you for another great procedural tutorial!
35 responses to “Blender Tutorial – Procedural Scratches”
Your Video froze while doing the Extras at around 11:04
Your screen recording software is horrible. Every time you do something the screen blurrs and I can't see what you are doing…..and I have the video quality on Youtube set to 1080p
So I followed this to the T and I got a totally different result…
Need one for Eevee
you should activate the option so show what keys are you using, I don't know how to connect the new node to the output with commands 🙁
Nice one … what about share a .blend file so anyone could look/experiment?
Amazing!
If you want to make good video then stop doing annoying noises 😡. You may have knowledge but if can't present this properly then it has no use!!
The tutorial you make is good but your 3rd class presentation and annoying noises make us distracted.
So try to improve it first!!!!
Hi can you share a blend file? 10 times watch a video and still dont understand((. Can t figure out abaut node three…
I was modelling at work today and just as I went to save my asset blender crashed on me and I lost a whole days work cause I did the novice mistake of not saving as I go 😂
Disturbing… In the thumbnail there is more scratches on the edges and that was the result i was looking for…
Thanks for this technique!
I made an equivalent of the Mapping node using a bunch of math nodes, if it interests you. That way you can use other nodes for the input of the translation/scale/rotation values.
https://github.com/semond/blender-point-mapping
Most of the time I can't hear/understand what you're saying also you're doing a lot of things without explaining it.
Thanks a LOT!!! 🙂
NICE.
A solution for the grouping problem:
Grouping the Mapping node makes no sense indeed, but as a solution:
Group the rest! Leave the 2 vector inputs (normal, scratch rotation) as inputs for the group, and have the output be the color.
This way, you only have to duplicate the mapping node.
Too much..
I'm dying at your crashed Blender, LMAO. XD
If you want to rotate the texture coordinate use the mixRGB set to multiply and input xyz values.
A shame that your video froze at the end
Woah, Sub here, really. Thank you sir.
Need to say its not the best video pls next time zoom a little bit out i cant see shit where the hell does the wave thing goes in
Thanks a lot!
If you apply the node setup as at 4.07 to a cube the ‘y’ aligned faces render OK, but the ‘x’ and ‘z’ faces don’t. This may better illustrate the distortion mentioned at 5.57. One work-around may be to use the Math Vector node.
Fantastic, I love these videos. ty ty so much
awesome tutorial friend you made me subscribed, looking forward to learn from you.
The "Think Happy Thoughts" got a chuckle out of me. Handling errors with grace is always very becoming. Earned a like!
I'd love to know, is it possible to use an ambient occlusion to affect the positions of the scratches on an object, perhaps using two shaders and the ambient occlusion map as a factor for a mix node?
I love blender and this video!
Instead of using the separate XYZ and combine XYZ trick, could you use a Vector Math node set to add and simply add the vector from the mapping node with the wave texture? It seems to give the same visual results and I find it more logical (mathimatically). However I know little about how this actually works, so I fear there are some downsides to my method.
And thank you for another great procedural tutorial!
Hi! I created a mapping node that allows you to edit the inputs into a group. I would be glad to share it with you if you want to.
Made some Texture Mapping Tools, check Blenderartist under Tutorials, Tips and Tricks or download here http://bit.ly/21nARNm
Thank you for this. I have been moving to procedural textures in my modeling as it makes life so much easier once everything is set up. Great Work!
impossible to remember all tese nodes you're using, is there any tut on how to select and connect nodes ?
Too complicated for me.