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9th July 2020
This is the simplest workflow example and it is aimed at a level after finishing chapter 2 of the course.
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11th August 2020 - 11:54
This workflow example is very helpful
5th August 2020 - 03:26
Very interesting, i have create a wall with only same method but using gradient texture to masking the dirt.
But i don't know if this is a correct way to do it.
5th August 2020 - 11:24
*@Feby Kristianto* You can totally do that! There is not really a single correct way to do it. I personally, instead of using a gradient texture, would have just used the Y-component of the Generated coordinates. But if you are more comfortable with that, that's fine too.
20th July 2020 - 20:51
these are very helpful thank you! icant wait for the droplets on the windows!
22nd July 2020 - 04:21
Thank you! This example helped cement a lot of the stuff you touched on in the first two chapters. Very much looking forward to the rest of the course.
30th September 2020 - 15:45
I am loving this mate.
7th November 2020 - 12:29
This is a silly question but at the beginning when viewing the texture coordinates, I don't understand why it has some bluish pinkish colors and then when it is shifted 0.5 it become black red and green? I imagine it is because of XYZ being treated as RGB but I can't see it, can't grasp it.
12th November 2020 - 12:45
@Leslie Solorzano Good point, I should have mentioned this. Yes, it is due to the RGB representation of XYZ. The blue component comes from Z and the Generated coordintaes behave a little bit funky when the object is a plane with no height because they stretch between the limits. For a plane both limits in Z are the same so the Z component is unclear, but it is defined as 0.5 .
So subtracting 0.5 from the z component brings it to 0 and thus removes the blue tint. But eventually the Z component does not matter at all because it is getting multiplied with 0 in the following node.
17th August 2020 - 04:42
thanks! at first i thought subtract would "1-0.5" now i understand it's a "(0-0.5;1-0.5)". i'm not good at math :v
17th August 2020 - 04:45
by the way, how to select every value in a node at once like you did with the first vector math node?
17th August 2020 - 10:53
*@Huân Lê-Vương* Everywhere in blender when there are multiple values to define something like a vector, you can click and drag along the fields from top to bottom to change all at the same time
17th August 2020 - 14:58
*@Simon Thommes* thanks! another question, why the min value of the map range is higher than the max value (before the roughness)?
17th August 2020 - 15:02
*@Huân Lê-Vương* The 'To Min' and 'To Max' inputs simply determine where the 'From ...' values are mapped to, so flipping these around is an easy way to invert the map, while you are defining the levels. 'Max' does not have to necessarily be higher than 'Min', that is just a name to easily differentiate between them.
17th August 2020 - 15:03
*@Simon Thommes* thanks!
16th September 2020 - 06:49
Hi Simon, is there any blendfile for starting this workflow examples?
16th September 2020 - 11:58
*@victor p* You can simply use the file of the result and delete the material or start just using a simple plane, as I am doing in the video.
In all the workflow examples I am using quite simple base setups.
10th October 2020 - 10:39
The question I asked in this post earlier is obsolete. I just forgot that the coordinates with Generated run from 0 to 1
14th October 2020 - 17:14
Hello! I'm not sure why, but I've got no "smooth maximum" (4:09 on the video). Quite the opposite my window with options is rather slim. I thought it has to do with rendering set up but seems like not.
14th October 2020 - 17:34
*@Alex* You are probably using an outdated version of Blender, there have been a lot of new options coming to the math node in recent Blender versions. You can download the latest version of Blender here: https://www.blender.org/download/
14th October 2020 - 22:40
*@Simon Thommes* Oh how could I not think of that myself. Thank you!