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Hey guys in this second part of our Sunset Environment tutorial I go over how we can build a flakes shader which is actually shifting each individual fake into a unique direction by mixing the Maxon Noise and Redshift State node to make our Normal Map Flakes procedural shader for our car paint. I also go over how we can make each car instance have its own unique shaders applied to them using attribute data on our packed primitives to feed into our Redshift Shader Switch in our Car Paint shader.

After this is done all there is really left for next months final tutorial for this project is to shade our street, sidewalk, and grass surfaces using Quixel Megascans, scatter some assets in the grass patches and finalize our scenes shaders.

Thanks again for all the support guys and enjoy!

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Patreon Tutorial #26 - Sunset Environment Part 4

This is "Patreon Tutorial #26 - Sunset Environment Part 4" by Saul Espinosa on Vimeo, the home for high quality videos and the people who love them.

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