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#blendercycles
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 clothsRelated content
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=4H5W6Cβ¦
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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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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 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 [2015-09-21 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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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/Nβ¦
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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=-6cay0β¦
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phay007 In reply to DragonLord720 [2015-07-16 07:33:04 +0000 UTC]
thank you very muchοΌοΌοΌ
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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/0B7ECfβ¦
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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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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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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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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