POMegranate 1.1 Features Guide
3:39
bFur - Length Painting Guide
1:55
Super Bump 2 - The Complete Guide
15:01
Super Bump v1.2 - Setup Guide
3:07
Turbulent  - Scene Setup Guide
9:07
Super Bump - SciFi Corridor Demo
0:19
PBR Layers - Quick Start Guide
1:35
Super Bump v1.1 - Setup Guide
2:09
Super Bump Setup Guide
1:12
9 ай бұрын
Looping Rain - Demo 2
0:05
Жыл бұрын
Looping Rain - Demo 1
0:05
Жыл бұрын
Пікірлер
@Capn_Cantankerous
@Capn_Cantankerous 12 күн бұрын
do you have some sort of settings or add-ons that make the displacement look so smooth in the preview window? i have exactly the same number of subdivisions (both on the plane itself, and with the modifier), and i ensured my render settings matched yours. and yet my displacements are jagged and blocky, and theyre half the height for some reason, despite all material settings being identical. (or did blender perhaps change how the displacement works within the last year? because this has been a reoccurring problem of mine where my displacements always look worse than the tutorial im following).
@nodesandnoodles
@nodesandnoodles 12 күн бұрын
I have no special addons, this is just vanilla Blender. I use a plane sized 1x1 to match the sizes of the UV map whereas Blender's default Plane is sized 2x2. Scale your plane by 0.5 either in Edit mode or in Object mode but remember to Apply the scale if you use Object mode. This will be the reason for which your displacement height is half that of the plane in the video. I'm not sure what could be causing the jagged blocky problem. For plane displacement, I recommend subdividing the plane in Edit mode with 10 cuts, and then add a Sub Div modifier with 4 levels. Make sure your plane is set to Smooth shading and it should look exactly like mine. Let me know if this works out for you.
@Capn_Cantankerous
@Capn_Cantankerous 12 күн бұрын
@@nodesandnoodles scaling it down (on x and y only) was able to fix the height.👍 but the jagged edges remain still. i have the same number of loop cuts as you use in the video. so i really have no idea why its doing this 🤔 honestly its been this way for every tutorial ive ever followed using displacements. so im wondering if its a preference somewhere that i changed ages ago that is messing it up lol.
@nodesandnoodles
@nodesandnoodles 12 күн бұрын
Cool. Glad to hear the scaling worked. Do you perhaps have Simplify enabled under the Render tab of the Properties panel? This would globally limit the number of levels for all Subdivision modifiers. Also, you should ignore the loop cuts I use in this video when using a square plane. I made those subdivisions to suit a scaled plane for displaying a 1920*1080 video. Your geometry should be squares as much as possible.
@Capn_Cantankerous
@Capn_Cantankerous 12 күн бұрын
@@nodesandnoodles unfortunately no, simplified is turned off. Although its good to know that option exists 😅
@nodesandnoodles
@nodesandnoodles 12 күн бұрын
Could you show me a screenshot of the bad displacement? Are you on Twitter/X?
@TETRINO
@TETRINO 21 күн бұрын
Hey friend, been using POMegranet recently and loving it. Has really helped with some previously overcomplicated mesh topologies. I am wondering if the (apparent) 62 layer limit on Cycles rendering of the node is a Blender issue or something that POM enforces? I have the power, and it's not flow breaking, was just wondering. Thanks!
@nodesandnoodles
@nodesandnoodles 21 күн бұрын
Hi Jon. I'm afraid I can't offer product support here. Please drop me a line at the address on your Gumroad receipt and I'll explain the deal with the layer limit and how it could be changed. Thanks.
@TETRINO
@TETRINO 21 күн бұрын
@@nodesandnoodles My bad - great update!
@amryassin8579
@amryassin8579 21 күн бұрын
no updated versions on gumroad?
@nodesandnoodles
@nodesandnoodles 21 күн бұрын
I'm getting the files ready to post right now. Won't be long.
@mugwortofz3lb1za
@mugwortofz3lb1za 27 күн бұрын
Awesome, is this compatible in 3.6.x?
@nodesandnoodles
@nodesandnoodles 27 күн бұрын
It is indeed! I create all my add-ons in 3.6 and then adapt them for 4 and above.
@mugwortofz3lb1za
@mugwortofz3lb1za 26 күн бұрын
​@@nodesandnoodles nice one
@juliaalder2007
@juliaalder2007 28 күн бұрын
How can we bake/export it? It's not possible with all the node set ups I know.
@nodesandnoodles
@nodesandnoodles 28 күн бұрын
Hi Julia. Blender's built-in exporters can't handle procedural materials so POMegranate can't be exported. Unreal and Unity have their own POM nodes so you could simply use the same height map and not need to export anything.
@GDMOAI
@GDMOAI Ай бұрын
Does it work with blender 4.1?
@nodesandnoodles
@nodesandnoodles Ай бұрын
It does indeed. It works in both Cycles and Eevee but is best in Eevee. Cycles is limited in texture reads.
@GDMOAI
@GDMOAI Ай бұрын
@@nodesandnoodles I am also wondering where did you get the crystal material, because I would love to use it in my latest project.
@nodesandnoodles
@nodesandnoodles Ай бұрын
I got the crystal PBR set from Textures.com www.textures.com/download/PBR0579/138828 Unfortunately, it's not available for free so you'll need a subscription to get it.
@GDMOAI
@GDMOAI Ай бұрын
@@nodesandnoodles i wish i could get it so bad...
@user-rw6kz4zf6j
@user-rw6kz4zf6j Ай бұрын
thank you for this tut i have purchased the nodes but when i click shiftA i cant find them
@nodesandnoodles
@nodesandnoodles Ай бұрын
Hi there and thank you for picking up the nodes! You need to import the nodes to your Blender project to use them in the shader editor. Follow the steps at the top of the documentation page: blendermarket.com/products/uv-grid-materials-pack/docs
@paulwebb311
@paulwebb311 Ай бұрын
cool 😀👍
@user-mt4zl1zl7i
@user-mt4zl1zl7i Ай бұрын
Btw. For image sequence and video editing in general it is better to use cycles all the time. Because eevee has some built-in filters. And they bring flickering sometimes
@AI-po9zr
@AI-po9zr Ай бұрын
Is there a way to export it into Unreal as a strand or whatever?
@nodesandnoodles
@nodesandnoodles Ай бұрын
You could export the shell mesh, bake the height map and export that as a texture, and use those in Unreal but this would require custom nodes like the ones I made for my Super Bump tool. In fact, bFur uses the same tech as Super Bump so I could port the nodes. Good idea! I will include this in the next update to bFur.
@IamSH1VA
@IamSH1VA 15 күн бұрын
@@nodesandnoodles Yesss, I want to use this in Unreal Too
@eclairesrhapsodos5496
@eclairesrhapsodos5496 Ай бұрын
Is it possible to export it without baking it to uv albedo? like my final render in standalone program and I can only load textures in there but usually I change and randomize uvs + have multiple materials or use UDIMs for that.
@nodesandnoodles
@nodesandnoodles Ай бұрын
I'm afraid not. None of the exporters bundled with Blender can export procedural materials. You could arrange the sizes and offset so that you export a seamless tiling texture and use that with your random uv approach.
@com.zootub.HuyAC.1
@com.zootub.HuyAC.1 2 ай бұрын
Thank you so much !
@schwarzlewis
@schwarzlewis 2 ай бұрын
I feel like you omit the most important information.. the shortcuts and the tools you use inbetween, really frustrating.
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
The shortcuts I use appear on screen in the bottom right as icons and text.
@eclairesrhapsodos5496
@eclairesrhapsodos5496 2 ай бұрын
Is it work with cycles?
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
No, Super Bump is for Eevee as a replacement for Cycles's material displacement. If you're working exclusively with Cycles, you should just use material displacement.
@francesca5536
@francesca5536 2 ай бұрын
PBR Layers just keeps getting better and better, thanks a lot for your work! 😃
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
Thank you! Glad you like it. 😄
@Jim5988
@Jim5988 2 ай бұрын
this is nuts mate. i love fiddling around in blender but honestly, when you're in the flow, sometimes the repetitive stuff is a bummer for creativity, so with the heavy lifting out of the way and simplified like this, you can really ride the creative wave, fully concentrating and go bananas! such a timesaver and all, brilliant! very happy i happened to come by your channel! cheers!
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
Thanks Jim! I hope you enjoy the rest of the channel. Do you already have PBR Layers? If not, you'll find it on my Gumroad page. Thanks again for watching.
@JakobMenz
@JakobMenz 2 ай бұрын
Love it! Looks super impressive! What's the main problem with its Cycled incompatibility?
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
bFur uses "shell texturing" which involves creating many stacked layers and using transparency to trim out everything below any given layer. This works very well in Eevee but in Cycles requires a very high number of Transparent bounces (possibly hundreds) which causes render time to skyrocket and works the processor VERY hard.
@shinigamisecret
@shinigamisecret 2 ай бұрын
Sorry to bother but my displacement just doesn't seem to work: (from 8:23 to 9:12). Switching to displacement only and changing render engines to cycles doesn't seem to display anything.
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
Ok, here's a list of everything I can think of that must be correct for displacement to work; 1. You must use Cycles. 2. The material's Surface - Displacement setting must be Displacement Only or Displacement and Bump. 3. The plane must be subdivided a lot. There must be enough vertices to represent the detail of your height map. 4. Your height map must be connected to the Height input of a Displacement node (not a Vector Displacement node) 5. The Displacement node's Scale input must not be 0. Ideally it will be 1. (I also change the Mid Level from 0.5 to 0) 6. The Displacement node's output must be connected to the Displacement input of the Material Output node. Check that all of those are correct for your setup.
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
Did you get it to work in the end?
@shinigamisecret
@shinigamisecret 2 ай бұрын
@@nodesandnoodles I appreciate the trouble your going to through, but I'll have to try tomorrow when I have some free time. As someone who has no experience with blender other than a donut and these videos my guess is that I either fucked up following the instructions, incorrect blender settings, or I'm working at a scale that makes the effects so small I don't notice them. I'll go through your list of possible reasons tomorrow
@shinigamisecret
@shinigamisecret 2 ай бұрын
@@nodesandnoodles Ok it seems to like its an issue with both scale and subdivision I had to bump up the subdivision by 2 and I had to play with the values cause the scale im working at is much smaller (mm). So the values you used weren't working because they're too large for me. My bad for bothering you with such a simple issue lol. Nonetheless, I appreciate the help you provided. I'll be heading to the chainmail tutorial next and hopefully that works perfectly and i can implement it into my ring!
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
Glad you got it sorted.
@shinigamisecret
@shinigamisecret 2 ай бұрын
Great tutorial but the height map isn't showing up for me. I'm guessing it's because I'm using a cylinder instead of a pane. However, I'm doing this for a reason. Worst case scenario it doesn't work on the cylinder and I switch to a pane and chop off the extra bits. Why didn't i think this until im 6 parts into the video. I dunno
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
Hi there. It should work on a cylinder like it does for a plane. Is your cylinder UV unwrapped?
@shinigamisecret
@shinigamisecret 2 ай бұрын
@@nodesandnoodles Yeah, I followed blender guru's guide on unwrapping an object. Adding a single crease line across the cylinder and unwrapped it. Unfortunately, it doesn't work
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
Have you tried the result of this tutorial on a plane to see if that works? I tested this node setup on a cylinder and it worked fine. Check if it works on a flat plane and if it doesn't, there must be an error somewhere in your network. What exactly isn't working? You say the height map isn't showing up. Do you mean the bump effect isn't working, or the height map outputs black?
@shinigamisecret
@shinigamisecret 2 ай бұрын
@@nodesandnoodles Just applied everything from tutorial 5 to a plane and there's no bump effect. I'm seeing an output of my picture on both shapes (plane and cylinder) however, they're not popping out of the material like yours. Like in tutorial 3 and 4 you had spheres and then bricks sticking out of the object. Like inflated. I'll go back to the beginning and see if I missed a step I appreciate the trouble you're going through to answer my issues!
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
Ah! I get it now. To see the "inflation", you need to use Displacement, not just Bump. Have a look here: kzfaq.info/get/bejne/jtSeg5Rqx87SZHU.html
@MENDA4X
@MENDA4X 2 ай бұрын
I bought it and it's great for sure I'll have fun :D THANKS !!!
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
Great! Thank you for picking it up! Enjoy and happy blending!
@MENDA4X
@MENDA4X 2 ай бұрын
@nodesandnoodles thanks, which version of Blender is preferable to use ?
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
@MENDA4X Super Bump will work for any version of Blender from 3.0 onward. Personally, I prefer 3.6.
@MENDA4X
@MENDA4X 2 ай бұрын
@@nodesandnoodles Thanks, when I want to add the texture it does not allow me because I do not get the option of the folder icon, you have to add something else to the configuration ?
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
@@MENDA4X could you please email me a screenshot of your blender at the address on your Gumroad receipt?
@lalawee2073
@lalawee2073 2 ай бұрын
I once bought a material add-on on the blender market. Although it has support for eevee, I checked that there were too many nodes connected in the internal series. As a result, just placing a shader in the 2 million scene caused the FPS to drop directly to the remaining 5. ...But you can put 20 shader in the cycle. It's so smooth. I really don't understand why there are so many differences.... So I would like to know whether the use process of this plug-in is smooth in eevee's scene with about 2 million faces?
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
Super Bump is designed to give a high-poly appearance to low-poly objects. I have never tried it with a 2 million face mesh but I would not expect it to work well. Since the mesh is so high-poly, I would render in Cycles and use material displacement. With Super Bump, I find that the most important factor for viewport FPS is how much of the screen is occupied by Super Bump objects, as well as how many Super Bump layers the objects have. IMPORTANT: Super Bump works by duplicating the mesh several times and expanding these duplicates outward. This means that if you use Super Bump on a mesh with 2 million faces, that's 2 million more faces for every layer and it's not uncommon to use 30 - 60 layers. When you say "too many nodes", I must assume you are referring to a procedural material. Procedural materials will almost always have more nodes than a Bitmap based material which uses only textures. The Procedural/Bitmap trade-off is this; Bitmap uses more memory but less processor. Procedural uses less memory but more processor. I wouldn't expect any procedural material to run "smoothly" on a model with 2 million faces, though "smoothly" is relative. In terms of viewport FPS, it's not useful to compare Eevee to Cycles because Eevee will try to draw the complete scene at high quality before moving on to the next frame whereas Cycles can move on after just 1 pass so, yes, FPS will be higher but the image will be unrefined and unusable.
@kraig800i
@kraig800i 3 ай бұрын
There's a lot to unpack in these videos, as someone that struggles to process all of the moving parts. Would it be possible for you to upload a screen shot of the ideal tile and standard brick layout? I've been trying to keep up but I keep getting lost in the vector math nodes.
@nodesandnoodles
@nodesandnoodles 3 ай бұрын
Hi Craig. Thanks for watching the series. It's true, there is quite a bit to take from these tutorials. Do you mean a screenshot of the node network? If so, which parts in particular?
@kraig800i
@kraig800i 3 ай бұрын
@@nodesandnoodles At the moment I'm trying to create a terrazzo tile pattern. The kind you see in a lot of shopping centres and supermarkets from the 1970s across the UK. The tiles are 30cm square with a thin 4mm white border. They tend to be flat as a pancake so no need for a displacement to speak of but they do tend to gather a blackened dirt at sporrodic places on the borders with occasssional but few cracks. The tiles also seem to shift in tone from pale white to yellowish in block as it the tiles will age seperate from each other. It doesn't seem to tone across the border lines. I seem to be struggling to understand how to: a) resize the texture once inside of the grid b) create the 4mm border that seperates each tile I would also appreciate any insight on how to apply a musgrave mask on to the border using the new texture node as the Noise node now covers both the noise and Musgrave settings. Personally I find it to be a worst of both worlds solution but I could be doing it wrong. I've been trying to create it with a combination of these three teaxtures here with a procedurally generated white border cc0-textures.com/t/cc0t-terrazzo-008 cc0-textures.com/t/cc0t-terrazzo-006 cc0-textures.com/t/cc0t-terrazzo-002 I guess this is a close approximation to the desired look minus all of the nuaince of a white border, varying tile colours, and occasional crack lines. cc0-textures.com/t/cc0t-tiles-110
@nodesandnoodles
@nodesandnoodles 2 ай бұрын
Hi Craig. Did you find another solution for your tiles and bricks? If you're still interested in using the UV Grid nodes, I'll be more than happy to help. You can contact me directly through my Blender Market page.
@kraig800i
@kraig800i 3 ай бұрын
EDIT: One video on and you've exceeded all expectations. . . . I can't wait to get into creating with this. I bought the nodes but I really do appreciate the videos you've made. I'm only wondering at the moment if you're going to add a bond feature into the brick node. Bonds being a pattern of bricks that are smaller due to certain bricks being placed sideways into the wall. A common bond has every 6th row be a row of bricks placed 90s to the rest where as other patterns might include every second brick on every second row. Or a different colour of brick. like this. . . . . www.pghbricks.com.au/-/media/pgh-pluto/pluto/bricks/image.png?la=en&hash=1A626AF19100D5B057018AF107CF4E4865207BFE
@nodesandnoodles
@nodesandnoodles 3 ай бұрын
Hi Craig. I only just now got a notification for this comment though I see you posted it 5 days ago. I don't know what went wrong but that's why I didn't answer. If you contact me on Blender Market I can help you out directly. You'll find a Contact Creator button on my Blender Market store front and on the product page.
@lionelfabre8320
@lionelfabre8320 3 ай бұрын
Hello, Thanks for this super interesting tutorial I'm at the very beginning with Blender. I'm trying to render with the ortho camera, but without any light activated, my render result is fully black. I should have missed something... Thanks for your help
@nodesandnoodles
@nodesandnoodles 3 ай бұрын
Hi Lionel. Thank you, and thanks for watching! There are a few ways solve that issue. You could; add a light to the scene, a Sun lamp for example. set up World lighting either with a simple colour or with an HDR image. or, if you don't want the object to be lit but still want to see the colour, you could connect the colour you want to see to an Emission node instead of the Principled node, but this will only display the colour, not specular, sheen, bump, or anything like that. I hope that helps.
@lionelfabre8320
@lionelfabre8320 3 ай бұрын
Thanks to support, I tried with a sun lamp : the colours became a bit too white. I'll change the lamp settings to improve. I ask because you don't add anything in your video, and render is working well...
@nodesandnoodles
@nodesandnoodles 3 ай бұрын
Ah, yes. In the video I have an HDR set up for World Lighting. I think it was this one: polyhaven.com/a/portland_landing_pad As for the Sun lamp, I find that changing, for example, a Point light into a Sun lamp will usually give bad settings. Particularly the light's strength input. Depending on the scene, a strength of between 1 and 10 will usually give you good results, but I recommend trying the HDR World Lighting first. If you're not sure how to set that up, have a look at this video: kzfaq.info/get/bejne/jNCma8imz8ymZY0.htmlsi=E4fQwRircRYZJfQF I have no affiliation with that channel. It is just a quick and clear guide to easily add HDR lighting to your scene.
@grobknoblin5402
@grobknoblin5402 3 ай бұрын
cool trailer!
@grobknoblin5402
@grobknoblin5402 3 ай бұрын
This is amazing you are an excellent teacher!!! i am exitedly doing the series!!!!!!
@nodesandnoodles
@nodesandnoodles 3 ай бұрын
Thank you very much! I hope you enjoy the series and that it proves useful. Have fun!
@francesca5536
@francesca5536 3 ай бұрын
👍🏻 looks great!
@paulwebb311
@paulwebb311 3 ай бұрын
Awesome 🙌 will get it later today 👍👍🔥
@rajivmoroni6091
@rajivmoroni6091 3 ай бұрын
what are the specific characters used in the atlas??
@nodesandnoodles
@nodesandnoodles 3 ай бұрын
Hi there and thanks for watching! I made the atlas in this video: kzfaq.info/get/bejne/mLB1epuQsbbXiaM.html I used a Matrix font from dafont.com
@MuffinMachine
@MuffinMachine 4 ай бұрын
10:00 Did you ever know that you're my hero?
@nodesandnoodles
@nodesandnoodles 4 ай бұрын
Hi Garby! You like the Fader node? I'm very happy to hear it. I hope the rest of the series proves as useful. Thank you and enjoy!
@rajendrameena150
@rajendrameena150 4 ай бұрын
How it is different from evvee next displacement.
@nodesandnoodles
@nodesandnoodles 4 ай бұрын
That will be material displacement using high vertex counts like in Cycles. Super Bump is shell texturing.
@francesca5536
@francesca5536 4 ай бұрын
Love the tutorial, thank you!
@nodesandnoodles
@nodesandnoodles 4 ай бұрын
You're very welcome! I hope you enjoy using Super Bump. 🐦‍⬛
@WeAllWitnessed
@WeAllWitnessed 4 ай бұрын
Amazing!
@nodesandnoodles
@nodesandnoodles 4 ай бұрын
Thank you!
@paulwebb311
@paulwebb311 4 ай бұрын
Awesome. Many thanks for doing these 👍🔥
@nodesandnoodles
@nodesandnoodles 4 ай бұрын
You're very welcome! Thank you for picking up Super Bump and thanks for watching. There'll be more tutorials soon.
@paulwebb311
@paulwebb311 4 ай бұрын
@@nodesandnoodles awesome 🤩 love using it. It’s a great addon. Look forward to more tutorials 👍 and will likely jump on bFur as soon as it lands too 🤣 great addons 👍
@bigheeno
@bigheeno 4 ай бұрын
Great clear tutorial and just the right speed 👌
@carlosedubarreto
@carlosedubarreto 4 ай бұрын
Oh that looks extremelly useful!!!! great work
@aalmutairi6604
@aalmutairi6604 4 ай бұрын
Amazing Ist work with procedural material?
@nodesandnoodles
@nodesandnoodles 4 ай бұрын
Certainly! All it needs is a height map, procedural or otherwise it will all work.
@aalmutairi6604
@aalmutairi6604 4 ай бұрын
@@nodesandnoodles thank you
@paulwebb311
@paulwebb311 4 ай бұрын
Very cool 👌🔥🔥
@mrjvc
@mrjvc 5 ай бұрын
Amazing, great work!
@nodesandnoodles
@nodesandnoodles 5 ай бұрын
Thank you. I'm happy you like it and I appreciate your comment! Cheers!
@3DKLUB
@3DKLUB 5 ай бұрын
"Please note: Super Bump is not for use with Cycles as results will be unsatisfactory and render times will be very long."
@8bbp
@8bbp 5 ай бұрын
Damn. Didn't see that one coming. Wish I hadn't hesitated to purchase Super Bump before the price increase. It looks amazing anyway.
@paulwebb311
@paulwebb311 5 ай бұрын
Awesome. Many thanks for this update.
@nodesandnoodles
@nodesandnoodles 5 ай бұрын
You're very welcome! Enjoy creating with it
@michael_hackson_handle
@michael_hackson_handle 5 ай бұрын
Thanks! I have an occurrence in EEVE where the symbols are rendered faded gray and only gain their white for some time into the animation. It's most obvious when the scrolling start. When running cycles the symbols are and stay white and looks more like your EEVEE preview. Would you perhaps know why?
@nodesandnoodles
@nodesandnoodles 5 ай бұрын
Try removing the pixelated effect. See if that makes a difference.
@michael_hackson_handle
@michael_hackson_handle 5 ай бұрын
Awesome! You even did a Matrix intro for this video! Let's plug us into the Matrix. :D
@nodesandnoodles
@nodesandnoodles 5 ай бұрын
Cheers Mike! You're the first person to comment on the intro. Thanks for watching the series.
@michael_hackson_handle
@michael_hackson_handle 5 ай бұрын
@@nodesandnoodles It's great. Love the transition from making the atlas: "Here's our UV Grid node", almost as if we are surprised to see it. xD