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DragonLord720 β€” Blender node setup update

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Published: 2015-07-03 09:44:04 +0000 UTC; Views: 12710; Favourites: 158; Downloads: 498
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Description thought i take a screen shot of my node setup for cloths
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Comments: 55

DragonLord720 In reply to ??? [2018-02-02 11:19:21 +0000 UTC]

i dont even use this anymore

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Nodern03 In reply to DragonLord720 [2018-02-02 11:25:33 +0000 UTC]

Oh okay, so you are using another 3D program now?

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DragonLord720 In reply to Nodern03 [2018-02-02 11:28:14 +0000 UTC]

not really,Β www.youtube.com/watch?v=4H5W6C…

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Nodern03 In reply to DragonLord720 [2018-02-02 11:28:55 +0000 UTC]

Oh cool! Same!

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AdeptusInfinitus [2018-01-07 01:15:41 +0000 UTC]

This, and the video on youtube, was crucially helpful for me just now. Thanks!

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MalkavianSoul [2017-07-22 16:45:05 +0000 UTC]

What idiot will connect a normal map with displacement?


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DragonLord720 In reply to MalkavianSoul [2017-07-24 05:03:29 +0000 UTC]

where are your tutorials?

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YangkiOscarLimaOscar [2016-12-12 11:41:59 +0000 UTC]

Heya..!! Β Can this be used for Internal Render..??

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DragonLord720 In reply to YangkiOscarLimaOscar [2016-12-12 15:22:20 +0000 UTC]

I don't know how I only work with cycles

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YangkiOscarLimaOscar In reply to DragonLord720 [2016-12-13 06:52:44 +0000 UTC]

Yeah.. I kinda figured that out.. My problem now is noise while rendering... Thanks for the node setup...

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JamsButt [2016-10-29 00:00:53 +0000 UTC]

Thank you so much! this is very helpful.

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DragonLord720 In reply to JamsButt [2016-10-29 07:51:27 +0000 UTC]

welcome

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heikichi15 [2016-04-28 03:15:00 +0000 UTC]

my english so bad

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DragonLord720 In reply to heikichi15 [2016-04-30 18:29:11 +0000 UTC]

np

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heikichi15 [2016-04-28 03:14:39 +0000 UTC]

help me blender to xna (i don't have texture)

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DragonLord720 In reply to heikichi15 [2016-04-30 18:29:05 +0000 UTC]

how can i help?

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phay007 [2015-10-26 01:35:25 +0000 UTC]

Thank you for updatting the tutorial~

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DragonLord720 In reply to phay007 [2015-10-26 08:04:07 +0000 UTC]

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Hypster83 [2015-09-15 13:51:38 +0000 UTC]

Try math/multiplyΒ  than normal map

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DragonLord720 In reply to Hypster83 [2015-09-21 12:38:22 +0000 UTC]

do you use mini normal maps?

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Hypster83 In reply to DragonLord720 [2015-09-21 14:01:19 +0000 UTC]

I use same setup as you but i just change the node normal map toΒ  math(multiply) strenght 0.055

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DragonLord720 In reply to Hypster83 [2015-09-29 15:17:10 +0000 UTC]

oh ok

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DragonLord720 In reply to Hypster83 [2015-09-21 14:16:25 +0000 UTC]

can you show me the node?

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Hypster83 In reply to DragonLord720 [2015-09-21 14:57:29 +0000 UTC]

Ok, i'll do soon. i just rendering atm.

and the scene i rendered haven't this nodes.

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DragonLord720 In reply to Hypster83 [2015-09-21 15:23:07 +0000 UTC]

ok

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Hypster83 In reply to DragonLord720 [2015-10-20 10:24:08 +0000 UTC]

I love your setup, really! that's givea good cloth effect but try to use math>Multiply for theΒ  glossy shader with 0.2 value, that give a balance b/w, if you don't it will to shiny.

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Hypster83 In reply to DragonLord720 [2015-09-29 15:15:50 +0000 UTC]

hypster83.deviantart.com/art/N…

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phay007 [2015-07-15 02:52:54 +0000 UTC]

specular map=disffuse map?

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DragonLord720 In reply to phay007 [2015-07-15 03:13:56 +0000 UTC]

no spec maps are black and white

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phay007 In reply to DragonLord720 [2015-07-15 03:48:59 +0000 UTC]

But some model is no including the spec map.

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DragonLord720 In reply to phay007 [2015-07-15 06:08:11 +0000 UTC]

you have to make them yourself thenΒ www.youtube.com/watch?v=-6cay0…

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phay007 In reply to DragonLord720 [2015-07-16 07:33:04 +0000 UTC]

thank you very much!!!

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julperpub [2015-07-10 09:58:15 +0000 UTC]

You could improve the material by rearranging some of the nodes:

- The Fac of the Mix Shader should be a fresnel node (or Layer Weight, I prefer that one over fresnel), to control how the glossy changes over the surface depending on the viewing angle.
- The specular map, instead of being connected to the fac of the MixShader, should be connected on the roughness of the Glossy bsdf.
- The glossy color could be the same diffuse map, slightly lighter and desaturated.
- If you have a normal map, it should be connected to the normal inputs of both the diffuse and the glossy bsdf.
- On the other hand, if you have a displacement map (greyscale), then that should be connected to the displacement input using a math node set to multiply to control the strenght of the displacement.

Here's a screenshot of a base material with the nodes arranged this way:
drive.google.com/file/d/0B7ECf…

I hope that helps

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Hypster83 [2015-07-08 08:43:22 +0000 UTC]

Look great on cloth effect and reflect!!
Thanks!!

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DragonLord720 In reply to Hypster83 [2015-07-09 09:20:38 +0000 UTC]

welcome

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darkmoustique [2015-07-04 20:54:39 +0000 UTC]

thanx thanx merci

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DragonLord720 In reply to darkmoustique [2015-07-05 04:37:43 +0000 UTC]

yep

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re-kuro [2015-07-04 02:51:27 +0000 UTC]

What about making the hair alphas transparent?

This is still great though, thnks

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DragonLord720 In reply to re-kuro [2015-07-04 04:16:37 +0000 UTC]

ill do one in the morning for hair

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re-kuro In reply to DragonLord720 [2015-07-04 05:04:12 +0000 UTC]

you're the man

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domcgo [2015-07-03 20:59:00 +0000 UTC]

What if some models doesnt have the specular?

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DragonLord720 In reply to domcgo [2015-07-03 21:16:05 +0000 UTC]

you dont have to use them but there pretty easy to make

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dasliebesverbot [2015-07-03 15:04:25 +0000 UTC]

The Normal map shouldn't be put in the Displacement socket, but in the Normal socket of every BSDF shader. The Displacement (grey socket) uses height maps, greyscale images, to create a simple bump effect, while the Normal map (purple socket) uses the RGB as XYZ to give information about the orientation, the Normal vector (hence the name), of every pixel in a face/plane. You still can use a normal map as a displacement, but it will not work and look as it's meant to.

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DragonLord720 In reply to dasliebesverbot [2015-07-03 15:40:29 +0000 UTC]

do u make renders?

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dasliebesverbot In reply to DragonLord720 [2015-07-03 21:06:30 +0000 UTC]

I rarely make 'final' renders, but I do practice rendering.
I made this image to better illustrate the difference I mentioned: sta.sh/0147is88wj88

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romero1718 [2015-07-03 09:54:04 +0000 UTC]

This will come in handy. Thx.

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DragonLord720 In reply to romero1718 [2015-07-03 11:46:20 +0000 UTC]

welcome

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SSPD077 [2015-07-03 09:47:54 +0000 UTC]

that help alot people understand the maps or uv layers thanks DragonLord ^^

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DragonLord720 In reply to SSPD077 [2015-07-03 09:49:23 +0000 UTC]

i try help when i can

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SSPD077 In reply to DragonLord720 [2015-07-03 09:51:35 +0000 UTC]

will this helps out alot the people who want get into meshmod something like this helps out greatlyΒ 

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