Quixel Mixer Tutorial: How to Use Noise to Create a Destroyed Wall

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hey everyone and welcome back to the channel in this video we're going to be making a mixer what you're seeing on screen this is going to be kind of like a destroyed wall or the wall that's been abandoned there it has several layers you can see like the regular plaster painted layer then underneath you're going to have the rough concrete then a little bit of rebarb i think that's how it's pronounced whatever the structural thing that they use to make this big buildings a little graffiti and you're going to see me doing a lot of stuff with noise and decals as always the best way to support me is to subscribe hit that like button leave a comment with your suggestions and let me know what kind of other materials you like to see me do here in the channel now let's get started i'm gonna get rid of all of this and we'll start from scratch all right so what i did here is we have a clean project so we can start from scratch and the first thing that i'm going to do is i'm going to add a solid layer first i like to focus on creating the masks for all the layers and then we'll add the mega scan surfaces the other thing that you'll see me doing is i'm going to be working from top down so from the top layer to the bottom layer of the wall the reason for this is because i want to see which parts are going to be broken and what's going to be shown before i actually build the layers of the wall you may want to do it in reverse that's fine and that's just the way i do it so we'll add our solid layer and a mask stack over here we just need a purlin noise and right now the proton is not doing anything so i need to increase my threshold i want to significantly increase the threshold because that's going to be the top layer so i'd say let's go all the way to one we can switch that later if we need to but for now we'll just leave it at that and i like to look at my mask first i'm just gonna go here and we're gonna start playing with this so we want a big chunk of wall that's uh taking out now this is usually not a tiling texture not something that i would use for a tiling wall what i would use is i would use this for a particular asset so if i'm making one wall i would probably throw this one in so one of the ways that you could do it is by actually painting your mask but i find that doing it procedurally it gives me much more detail with without that much work and it does look a lot better so let's do here let's lower the frequency and we're going to be using these because we haven't used them before on my other video so i'm just going to bring the octaves all the way to eight uh like narity you're gonna see how that noise moves around which is pretty fun persistence this is going to give you kind of like the sharpness of that which we do need a little bit and let me see if i can bring that frequency around here i think this will give us some nice chunks and now we have our amplitude the amplitude is something that we need to look at over here and right now this is looking very very noisy so let's just mess with our seeds and let's kind of leave it at that like narity maybe like this see when you move the persistence it looks a lot blurry blurrier so that's why i like to keep the persistence at a certain level maybe around here i think this should be fine i know this looks very destruct uh destroyed but what we're gonna do is we're going to add a brightness and contrast layer so these brightness and contrast we're gonna see that it actually brings up all these destruction so that's the this is the perfect note to use for this kind of uh material that we're building because without it we just have a lot of noise so we could increase the amplitude all the way up so i'm just going to do a value here 2.3 but if we increase amplitude this way you're going to see that it doesn't add much to it it's a very narrow around this areas and even if i play with the c it won't change much so i'm just going to leave it at 2.3 and instead i'm going to play with the brightness and this is going to give me this side right here as you can see this looks like a destroyed wall already if we mess with the seats we can get some variations actually like this is the perfect variation for this kind of wall and we can mess with that later there's other things that we can play here like the with here like the contrast so as you can see the contrast is going to be removing that blurriness that it has around here that's what the contrast does is kind of like sharpening that up so the contrast is good to if you're creating something like this kind of like remove the in-betweens because we're going to be ha adding other layers here i know this looks very steep but we are going to be adding other layers here so let's just keep playing with this maybe it looks very intense so i'll probably go back and play with the now the octaves are fine persistence i think i live the persistence at 0.4 that looks fair and again i know this looks uh as it's a big chunk but we're going to be building layers underneath that so we got our first layer uh let's add another solid so this side is going to go underneath and we're going to be playing with the threshold as well just going to bring it up a little bit and now that i have this layer like this i may want to play with my contrast a little bit better and that way as you can see it takes out some of that noise and makes it more like a piece of concrete wall just came out see this is kind of the effect that we are trying to get to and that's why we can just use this uh brightness control and the contrast just to get that effect because otherwise it will look very noisy all around all right so this is also going to be having a mask because this is going to be our second layer so this wall is going to be one of those concrete walls it's not going to be a brick wall it's those concrete walls that you see on big old buildings that have like different layers of concrete and there then there's like rebarb underneath uh that's what we're trying to go with here so what i'm going to do is i'm going to go here i'm going to add another mask stack i'm going to play with another purling noise and again it's going to look like that let's just get into our mask preferably i'll move the seed around just diminish the frequency and increase the octave like narity like we did before and persistence to give this some sharpness now we can whoops that actually looks great this hole here looks great and if we can see yep that's exactly what i'm looking for so this will be my uh secondary concrete layer and there's going to be kind of like a background layer to this but i think this is very very cool and we're just going to increase that threshold up now we do have a problem here that it's actually going through this so we can add another mask that will allow us to clean that but before we do that i'm just going to i'm just going to leave it around here we could always mask that a little bit later until we build off our note layer so i think i'm good here another thing that we can add is we're going to the mask and we could add a bragginess contrast and see where that take us let me see if i increase the brightness this will just go up so see this is another way that you can bring this layer up instead of increasing the threshold so you can keep your threshold kind of low and you can just change your brightness to it there you go we have some contrast so we can change here i'm actually going to leave it at that and let's play with the amplitude we haven't really played with amplitude on this one okay so we have the plaster wall then we have the underneath concrete wall which is usually the non-painted part and then we'll have some reverb or those uh kind of like orange beams that you see sometimes in constructions i think that's a name in english so i'm just going to add that from my atlas and i'm just going to click here you can see i've already downloaded some so i'm just going to use this one and we're going to diminish that tiling let's see how it looks this one let's try two i think two is fine so what we have is we if we do it this way then we pretty much will have everything blocked out i actually want to put it underneath because this will be like our plaster layer this will be our concrete layer whoops and let's put it underneath the concrete layer so the way that's going to look right now this doesn't have any mask and the reason thing is it's actually not looking that great so what we need to do is i'm actually going to copy this mask and i'm going to add a mask stack here and we're going to paste this mask here and the thing that we're going to do is we're going to get the invert and there you go so this will help us with the mask and i don't want these looking kind of like it fades out into it so we're gonna do is we're actually going to go now that i look at it in this angle i think i need to increase my persistence or my lacunarity this way just so i get a little bit more grit all right now what we're gonna do to fade this out is actually want to go into this and we're gonna open our brightness and contrast and let me see i'll just leave it where it was and increase the contrast by a lot so if we look at our mask that's what it's doing you may have to paint the mask a little bit so it doesn't look like it's fading into the other textures because one of the things that i'll also like to do is this may be what's interfering with your texture so right now it's wrapped to underlying that means it's going to actually wrap to the whole layer so what i'm going to do is i'm going to get rid of that get rid of that and i'm going to do it from below okay now it looks a lot sharper it looks a lot better and let's just push it down a little bit and now i can see more of this foundation parts and what i'm going to do actually is i'm actually going to mask it manually over here adding a paint mask and we're going to be using a circular brush let's say of a size of 10 and i'm not going to use a soft brush i'm going to use a hard brush just to get rid of this and just fyi it may be a little bit slow it's actually a top slow over here just so you be aware of that okay so what you saw me doing there is i just disable this paint mask just to see what's going on and i play with a little bit of the contrast here just so it wasn't as noisy so i'm gonna go back here and i'm going to erase the mask around this part and i usually when i'm doing masks like this painted by hand i just i'm not super careful i just go this way and then i go and erase it by hand if i need to so let's just paint some mask here i'm gonna go with a size of five all right i actually kind of like that it's bent in some of the parts um because it really gives that kind of sense of it's been a wall it's probably the concrete move a little bit all right that is the end of this video i just wanted to show you how you can use noise and several procedural properties here mixer so you can achieve a destructible wall but we're not done yet in the next video i'm going to show you how to add more decals to make this wall a little bit more interesting and we'll be finishing the whole asset please subscribe to the channel leave me a like leave me your comments with your suggestions for tutorials what other materials you want to see here in the channel and i'll see you in the next video
Info
Channel: MR3D-Dev
Views: 3,905
Rating: undefined out of 5
Keywords: quixel mixer tutorial, quixel, megascans, destroyed wall, quixel megascans, quixel mixer, quixel mixer noise, quixel mixer mask stack
Id: XA21yDjqR3I
Channel Id: undefined
Length: 16min 40sec (1000 seconds)
Published: Mon Oct 05 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.