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3: Shading Principles
22nd July 2020
The example shader of the rocky Suzanne can be downloaded here: https://cloud.blender.org/p/procedural-shading/5f18164e801081e557547c25
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23rd July 2020 - 14:12
Amazing....! I understood so many things.... Thanks
25th July 2020 - 00:03
Awesome! I wanted to make every shader you were using as a demo in this video!
8th August 2020 - 11:13
I'm trying not to get jealous of people learning this stuff through these videos while I had to scrape and claw my way there using multiple sources of wildly varying quality. ;)
14th August 2020 - 13:58
09:35 casually throwing a lesser key of Solomon sigil in there
26th September 2020 - 10:49
At 08:46 and following:
What kind of view is that on the left side of the window? I'm not able to reproduce this. I assumed that' the plane object. But why does it change its shape by changing the RGB curves?
I tried to reproduce this but I only get changes in the grey scale of the plane object when I change the RGB curves. The plane itsself doesn't change as in the video.
27th September 2020 - 03:14
*@Michael Schwarz* Assuming your nodes exactly match what's in the video...you need to be in Cycles render preview mode. Material Properties>Settings>Surface>Displacement should be set to Displacement and Bump OR Displacement Only. And your plane needs a good amount of geometry by way of manual subdividing and/or a Subdivision Surface modifier. I'd also suggest not messing with with the plane's scale just to eliminate a variable. This stuff was covered in some previous lessons...might want to go back and rewatch some things.
28th September 2020 - 10:44
*@Blair Martin* Yes, that's correct, thanks for clarifying!
3rd October 2020 - 14:17
Thanks a lot. Render engine cycles and the render preview mode did the trick. For a beginner it is a bit difficult to understand the differences between the render engines. With evee you have just a plane with cycles you have a curved plane. That means if you like to set up a scene you'll have to decide in advance with which render engine you are going to manage the output. The workflow to create the scene would be different depending an the render engine you are working with.
5th October 2020 - 12:56
*@Michael Schwarz* Yes, correct. The only way to do displacement in Eevee currently is to use the displace modifier on the mesh. But for this you cannot use the shader nodes, you have to use a texture, like a baked image. I will go over baking in the final chapter.