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).
@nodesandnoodles12 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_Cantankerous12 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.
@nodesandnoodles12 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_Cantankerous12 күн бұрын
@@nodesandnoodles unfortunately no, simplified is turned off. Although its good to know that option exists 😅
@nodesandnoodles12 күн бұрын
Could you show me a screenshot of the bad displacement? Are you on Twitter/X?
@TETRINO21 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!
@nodesandnoodles21 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.
@TETRINO21 күн бұрын
@@nodesandnoodles My bad - great update!
@amryassin857921 күн бұрын
no updated versions on gumroad?
@nodesandnoodles21 күн бұрын
I'm getting the files ready to post right now. Won't be long.
@mugwortofz3lb1za27 күн бұрын
Awesome, is this compatible in 3.6.x?
@nodesandnoodles27 күн бұрын
It is indeed! I create all my add-ons in 3.6 and then adapt them for 4 and above.
@mugwortofz3lb1za26 күн бұрын
@@nodesandnoodles nice one
@juliaalder200728 күн бұрын
How can we bake/export it? It's not possible with all the node set ups I know.
@nodesandnoodles28 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.
@GDMOAIАй бұрын
Does it work with blender 4.1?
@nodesandnoodlesАй бұрын
It does indeed. It works in both Cycles and Eevee but is best in Eevee. Cycles is limited in texture reads.
@GDMOAIАй бұрын
@@nodesandnoodles I am also wondering where did you get the crystal material, because I would love to use it in my latest project.
@nodesandnoodlesАй 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.
@GDMOAIАй бұрын
@@nodesandnoodles i wish i could get it so bad...
@user-rw6kz4zf6jАй бұрын
thank you for this tut i have purchased the nodes but when i click shiftA i cant find them
@nodesandnoodlesАй 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
@paulwebb311Ай бұрын
cool 😀👍
@user-mt4zl1zl7iАй 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-po9zrАй бұрын
Is there a way to export it into Unreal as a strand or whatever?
@nodesandnoodlesАй 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.
@IamSH1VA15 күн бұрын
@@nodesandnoodles Yesss, I want to use this in Unreal Too
@eclairesrhapsodos5496Ай 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.
@nodesandnoodlesАй 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.12 ай бұрын
Thank you so much !
@schwarzlewis2 ай бұрын
I feel like you omit the most important information.. the shortcuts and the tools you use inbetween, really frustrating.
@nodesandnoodles2 ай бұрын
The shortcuts I use appear on screen in the bottom right as icons and text.
@eclairesrhapsodos54962 ай бұрын
Is it work with cycles?
@nodesandnoodles2 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.
@francesca55362 ай бұрын
PBR Layers just keeps getting better and better, thanks a lot for your work! 😃
@nodesandnoodles2 ай бұрын
Thank you! Glad you like it. 😄
@Jim59882 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!
@nodesandnoodles2 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.
@JakobMenz2 ай бұрын
Love it! Looks super impressive! What's the main problem with its Cycled incompatibility?
@nodesandnoodles2 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.
@shinigamisecret2 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.
@nodesandnoodles2 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.
@nodesandnoodles2 ай бұрын
Did you get it to work in the end?
@shinigamisecret2 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
@shinigamisecret2 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!
@nodesandnoodles2 ай бұрын
Glad you got it sorted.
@shinigamisecret2 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
@nodesandnoodles2 ай бұрын
Hi there. It should work on a cylinder like it does for a plane. Is your cylinder UV unwrapped?
@shinigamisecret2 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
@nodesandnoodles2 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?
@shinigamisecret2 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!
@nodesandnoodles2 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
@MENDA4X2 ай бұрын
I bought it and it's great for sure I'll have fun :D THANKS !!!
@nodesandnoodles2 ай бұрын
Great! Thank you for picking it up! Enjoy and happy blending!
@MENDA4X2 ай бұрын
@nodesandnoodles thanks, which version of Blender is preferable to use ?
@nodesandnoodles2 ай бұрын
@MENDA4X Super Bump will work for any version of Blender from 3.0 onward. Personally, I prefer 3.6.
@MENDA4X2 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 ?
@nodesandnoodles2 ай бұрын
@@MENDA4X could you please email me a screenshot of your blender at the address on your Gumroad receipt?
@lalawee20732 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?
@nodesandnoodles2 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.
@kraig800i3 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.
@nodesandnoodles3 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?
@kraig800i3 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
@nodesandnoodles2 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.
@kraig800i3 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
@nodesandnoodles3 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.
@lionelfabre83203 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
@nodesandnoodles3 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.
@lionelfabre83203 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...
@nodesandnoodles3 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.
@grobknoblin54023 ай бұрын
cool trailer!
@grobknoblin54023 ай бұрын
This is amazing you are an excellent teacher!!! i am exitedly doing the series!!!!!!
@nodesandnoodles3 ай бұрын
Thank you very much! I hope you enjoy the series and that it proves useful. Have fun!
@francesca55363 ай бұрын
👍🏻 looks great!
@paulwebb3113 ай бұрын
Awesome 🙌 will get it later today 👍👍🔥
@rajivmoroni60913 ай бұрын
what are the specific characters used in the atlas??
@nodesandnoodles3 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
@MuffinMachine4 ай бұрын
10:00 Did you ever know that you're my hero?
@nodesandnoodles4 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!
@rajendrameena1504 ай бұрын
How it is different from evvee next displacement.
@nodesandnoodles4 ай бұрын
That will be material displacement using high vertex counts like in Cycles. Super Bump is shell texturing.
@francesca55364 ай бұрын
Love the tutorial, thank you!
@nodesandnoodles4 ай бұрын
You're very welcome! I hope you enjoy using Super Bump. 🐦⬛
@WeAllWitnessed4 ай бұрын
Amazing!
@nodesandnoodles4 ай бұрын
Thank you!
@paulwebb3114 ай бұрын
Awesome. Many thanks for doing these 👍🔥
@nodesandnoodles4 ай бұрын
You're very welcome! Thank you for picking up Super Bump and thanks for watching. There'll be more tutorials soon.
@paulwebb3114 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 👍
@bigheeno4 ай бұрын
Great clear tutorial and just the right speed 👌
@carlosedubarreto4 ай бұрын
Oh that looks extremelly useful!!!! great work
@aalmutairi66044 ай бұрын
Amazing Ist work with procedural material?
@nodesandnoodles4 ай бұрын
Certainly! All it needs is a height map, procedural or otherwise it will all work.
@aalmutairi66044 ай бұрын
@@nodesandnoodles thank you
@paulwebb3114 ай бұрын
Very cool 👌🔥🔥
@mrjvc5 ай бұрын
Amazing, great work!
@nodesandnoodles5 ай бұрын
Thank you. I'm happy you like it and I appreciate your comment! Cheers!
@3DKLUB5 ай бұрын
"Please note: Super Bump is not for use with Cycles as results will be unsatisfactory and render times will be very long."
@8bbp5 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.
@paulwebb3115 ай бұрын
Awesome. Many thanks for this update.
@nodesandnoodles5 ай бұрын
You're very welcome! Enjoy creating with it
@michael_hackson_handle5 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?
@nodesandnoodles5 ай бұрын
Try removing the pixelated effect. See if that makes a difference.
@michael_hackson_handle5 ай бұрын
Awesome! You even did a Matrix intro for this video! Let's plug us into the Matrix. :D
@nodesandnoodles5 ай бұрын
Cheers Mike! You're the first person to comment on the intro. Thanks for watching the series.
@michael_hackson_handle5 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