Fluent Materializer - Procedural Texturing In Blender - Intro

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hi everyone cj seb here uh today i'm going to introduce you a new add-on that just uh released last week uh it's a texturing add-on where you can uh basically use the node and create some procedural textures so the name of the add-on is fluent materializer you can find it on blender market gum road or heart station the link are in the description uh so basically yeah you can you can create some really cool uh procedural uh material like that fabrics and metal uh so it's it's pretty cool i've been uh playing with it uh since the beginning and uh it allows you to create some really cool uh really cool stuff so i'm going to today to do an introduction to it so showing the basic usage uh the most common uh usage of this add-on and of course i will make other videos to introduce specific very specific ways to to make stuff so first of all uh there will be the imperfection so imperfections are i think the most common usage so first of all you need to enable the add-on but probably you already know how to do it so if you don't know you go to the preferences you go here and then you go install and you select the zip file here materializer that you just download so once it's activated here you should have on your shader editor fluent tab here and then you should have this so if you have this it's working if you press f once your mouth is on the then the shader editor you should see like fluent mz 1.0.0 so that's the current version so we're going to start with the imperfection to do that you need to be in random mode in cycles you can do it also in ev but it's working better with cycles because we're using procedure textures so first of all you need to add a material to the to the item and then you can just select the principal shader and you're gonna press f once you press f you see different menus you can see the metals here colors those are colors like pre-made colors that you can use if you want to make a specific specific metal and you have here on the left layers um so fluent materializer is working with mixed layers and layers basically you will have two layers uh i will uh i will show you right now with two layers so we're gonna use the pre pre-made two layers stuff so it will create you this and what it does here we have a mixed layer that basically mix the layer on the top with the layer on the bottom here and what is making uh the mix is the mask here it's at zero it means it will use only the one on the top and not the one on the bottom so if i change for example this to red we don't see any changes here but if we change the mask then we can see it slowly goes to the one on the bottom but not the one on the top anymore so the idea is to use this mask to make it appear somewhere so i'm gonna do the opposite i'm gonna do it like that and we're gonna make this metallic so what we want basically is uh imperfection you can do that by just simply selecting here and then you go on the fluent tab on the right and you go to imperfection here uh once you click on this you have all the imperfections that are available i'm gonna start using scratches here and it will appear the node the new node at the left of the selected node because i selected this it appears on the left so if you don't see because you're like that and you don't see the node appear here it probably needs it probably is somewhere here because you have this selected or something so i always recommend to select uh the node that you want to put the new node next to it um so what we want to do with the scratches is basically use it as a mask and because we use it as a mask it gonna show as you can see here uh it is gonna show the bottom layer based on the mask that is here so i don't know if you have it already but i really recommend to turn on the add-on uh which is provided with blender it's for free it's already inside blender it's the node of langer wrangler add-on is this one so you can just check this box and it will be easier for for you to to follow the rest of the tutorial i'm also gonna turn on okay so basically now that you have this to see more what you are doing i recommend you to switch the view here to the mask so to do that you press ctrl shift and then you're gonna click once it's gonna go to the normal you still do control shift click and ctrl shift click again so you can see the mask and you can see here what you're doing so you can see here we changed the seed it basically changed the randomness of it and then you can change the scale of course so by selecting the mask here with ctrl shift click you can see what you're doing and once you're happy with it you can just uh plug the mask here here and then select the principal shader here and ctrl shift click on this and we are back in this view uh as you can see we have scratches but we don't see like the depth because when you scratch something it it's like remove some material and the reason for that is because the normal is not plugged in so you need to know to plug the normal into the bottom one and now we can see a little bit more the scratches i'm going to make it metallic and you can of course change the strands of the normal and you can as you can see here it's going inside the material so that's it for the scratches to add some imperfection i also usually use the dented here and so we're going to select this select dented here boom but now what we want to do is to make a dented here and but if we plug it here boom we don't see the scratches anymore so we need to mix those two layers to do that you need to press f and then go to the bottom here you have math lighten so select this you put it here and then you put it back here and you have the scratches and the dented for the normal map we don't have this kind of node that you can use but you can simply plug the normal here to the normal stack here and boom directly you have the normal map of the dentist so that's it for the imperfection i'm going to use now the edges with fluent materializer you have different uh masks so as you can see we're gonna use the same example here two layers and we're gonna make it blue for example and i'm gonna make this like that boom make it metallic because it looks more stylish boom this too so what i'm going to do is put some edges here to do that you need to select the mix layer press f let me put it here so we can see and then i'm going to use edges and boom we have edges so what it does is if we if we ctrl shift click we can see where it's white it shows the bottom layer and where it's black it's showing the top layer um so we're gonna reduce this maybe something like this so we have like just a small edge but most of the time we use that to make it like something is used something is kind of uh yeah scratched and uh something bumped into the corner and it's used but here it doesn't look really realistic so what we can do is plug something here in the texture node texture input of the edges that will make it more random more realistic per se to make that i use the grunges so you go here in the front tab and then you go to the grunges and most of the time i'm using the number three because it i think it looks looks okay so now you can plug the result into texture and boom it's not a full straight line now it's a little bit random looks more like it's used it's more realistic you can plug this to i think yeah doesn't look quite good so we can remove it uh so yeah so you have this if you want again uh ctrl shift click you go into the result and then you can play with the mask you have here the coverage if you lower the coverage it will have less white part and the white part as i said will be the lower uh layer so that's it for the edges and now the cavities cavities is the opposite of the edges which means it's not on the the corners here but it will be inside here and here i will show you in a minute so same you select the principle bsdf of the object that you want you do two layers you make your main color to make metallic boom and then you select your mix layer where you want your mask to be and then you select cavity boom you have your cavities here and you can see it a little bit here you can play of course with the distance to make it more uh more aggressive or less aggressive depending on what you want exactly once again you have the texture inputs if you want to make it more random you can add some grunges and stuff and uh yeah so that's it for the the cavities so yeah i hope you enjoyed the tutorial it was a quick introduction to fluent materializer uh of course i will make more tutorial uh in the future to explain more specific uh effects and yeah see you in the next one
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Channel: CG Seb
Views: 5,236
Rating: undefined out of 5
Keywords: blender, procedural, shader, fluent, materializer, texturing
Id: LUwTNvd2PK8
Channel Id: undefined
Length: 14min 57sec (897 seconds)
Published: Wed Jul 21 2021
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