Configuring a Wood Material
Let's dive into the world of material creation!
First, we will focus on the wood of our treasure chest.
Essential Techniques for all your Future Blender Projects
This simple, stylized treasure chest is a lot of fun to create! But understand that it's only a means to an end. The best part about this project is that it teaches you all the essential techniques and workflows for creating anything with Blender. After this course, you can apply what you learn here to endless Blender projects.
Tip: As you progress through the course. Think about how the methods can be applied to other projects. When you're done with your treasure chest, you will be equipped to tackle any object that's in your head.
Login with your CG Cookie Citizen Account to ask a question.
Get Started-
k
When applying the wood's noise texture, stretching the Y value has different effects on different objects.
4 answers · asked
kixen24 answers · asked
When applying the wood's noise texture, stretching the Y value has different effects on different objects.
So adding that noise texture to the bump node, then stretching the Y for that wood effect worked for 90% of the planks, but I noticed a few didn't stretch the same as the others, as if their X and Y orientations are different, How would I go about fixing that? I tried applying transformations to the troubling planks, but no effect.
4 Answers -
m
File for Lesson 12 and 13 and 14 crash Blender in Sierra.
1 answer · asked
mboggiosella1 answer · asked
File for Lesson 12 and 13 and 14 crash Blender in Sierra.
If I try to open your files for the lesson 12, 13 and 14 with Blender 2.82 a and Sierra they can't open.Blender stop responding until I force quit.
Thanks.
1 Answer -
m
Different light, reflections, in the sphere bottom right of 3D viewer in Shading mode
1 answer · asked
mboggiosella1 answer · asked
Different light, reflections, in the sphere bottom right of 3D viewer in Shading mode
When I open the file for lesson 11 and I go in the Shading mode, the two spheres in the bottom right of the 3D viewer are black/white noise and black instead of mirrored and white...
Where are the setting to change that?
What control them?
1 Answer -
d
How does Texture Coordinate's UV data contribute to specular calculation?
2 answers · asked
d52732 answers · asked
How does Texture Coordinate's UV data contribute to specular calculation?
In the video, the object's UV map is sent to two Image Texture nodes, which are mixed in a MixRGB node, and then piped to a Color Ramp, which is then sent to Principal BSDF's specular input.
I realize that Texture Coordinate's outputs vector date, and Image Texture nodes outputs non-vector data, but how does Texture Coordinate's UV map information affect the resulting specular calculations when the Image Nodes are already using UV map images (namely treasure-chest_COLOR and DVC-bake)?
Also, what happens a RGB color output is connected to a Black and White input (such as the Color Ramp)? Are the values in the HSV data extracted from the Color data or are RGB values somehow mapped to greyscale for the Color Ramp to use?
2 Answers -
t
Confused by ColorRamp input values
3 answers · asked
tarrosion3 answers · asked
Confused by ColorRamp input values
When I connect the overlay to colorramp as shown, it seems like all the input values to the colorramp are really close to 0. With default ramp settings, I see the following:
If I open this image in an editor and use the eye dropper on the chest, I find that the brightest parts of the wood have a brightness of around 120 (out of 256) and the darkest around 40. So I'd expect the range of input values to the colorramp to range from 40/256 = .16 to 120/256 = .47. But in fact it seems like all the input values are around 0.1 or lower. Here I've added another stop to the ramp, and observe how even with this extra stop the chest doesn't show any blue:
Only when I move the stop's position to .1 does blue start appearing, suggesting that none of the input values are much greater than .1:
Why is this? If a color value of 120/256 corresponds to a position of only about 0.1, then do all the positions above 0.25 correspond to colors "brighter than pure white"?
3 Answers -
an issue with Mix Shader and BSDF
2 answers · asked
an issue with Mix Shader and BSDF
So, generally, when I connect Mix Shader directly to the material output, everything seems fine. But this node won't' connect to BSDF's Base color. Also, there's no blending option in Mix Shader (probably because I'm on a newer version of Blender)
Probably I have to create another node or use a different approach?
2 Answers -
z
Mindblown by this
4 answers · asked
Mindblown by this
Man, this video blew my mind. thank you Kent!
Question - if you were to take this asset into Unity, can you reuse the shader somehow, or do you need to recreate it? What about when uploading to Sketchfab?
Thank you,
4 Answers -
m
pink treasure chest
4 answers · asked
pink treasure chest
Things were going well and then the treasure chest went bright pink and has stayed that way. Previously it had been just fine...so I turned something on/off somewhere, by accident. Unhooking the nodes back to where they were producing brown and grey, dirty vertex paint, etc., just fine, didn't help. Started getting pink at the time I started with the Noise Texture node. My nodes, connections, and visible settings match those in the lesson. Any suggestions? Thanks. (Loving the lesson by the way.)
4 Answers -
Node Socket Color Info.: Green?
2 answers · asked @ video mark 4:36
Shawn Blanch (blanchsb)2 answers · asked @ video mark 4:36
Node Socket Color Info.: Green?
theluthier At video time I noticed that the material output socket is colored green. I presume that must take "shader" information.
Is a green shader node a combination of all other nodes' info (color, vector, b&w info)? Or is it that and something more perhaps?
2 Answers