I'm addicted to watching stuff about Blender , how did i end up like this?
@demp114 жыл бұрын
That's the dopamine man by watching how to do it and thinking you got smarter. Information is a hell of a drug!
@cactustactics4 жыл бұрын
you've deleted the default cube of your mind, friend
@fecu23944 жыл бұрын
Well... If you're anything like me... Your wife left you.
@OnToreOllaStopa4 жыл бұрын
Same. I haven't opened Blender in literally over 10 years, but I am just so entertained by CGMatter, Ian, etc
@georgioschasiotis33904 жыл бұрын
@@fecu2394 oh i was never married ( lucky am i?)
@dvdtsb4 жыл бұрын
is that a cg mustache?
@ther7014 жыл бұрын
Definitely a procedural
@Behnam_Moghaddam4 жыл бұрын
so real! love it!
@thephotoman69064 жыл бұрын
DVDTSB yeah but it’s just a bump map
@dreamsof3dspace5554 жыл бұрын
actually the mustache is the only thing that's real and he has secretly been Ian Hubert all along
@kenesvt4 жыл бұрын
Joss Whedon would be proud
@leoanhkhoa83234 жыл бұрын
see Squarespace sponsor: my brain while watching CgMemeStar : "But can we create a website *procedurally* ?"
@mensahdavidassigbi73124 жыл бұрын
Yeah of course, we'll use : - SVG for infinite zoom(with no detail loss, no pixelation); - Javascript for creating SVGs on the fly ! But I'm sure @CGMatter has a way to do all that in Blender with almost no pain...
@mudeloic28094 жыл бұрын
that would be php (kinda of)
@TheNewton4 жыл бұрын
Yes probably easiet using react.js
@TheNewton4 жыл бұрын
hrrrm well squarespace does have an api
@Moco264 жыл бұрын
... using blender
@Alvaldong4 жыл бұрын
He said "see you" instead of "bye bye"
@PotatoMaGobinus4 жыл бұрын
Something must be wrong
@ThePamimo4 жыл бұрын
H E R E S Y
@092_deepak_kumar34 жыл бұрын
Alvaldong it's just a glitch is CGmatrix
@HAWXLEADER4 жыл бұрын
He hacked all of our cameras using Procedural code in blender!
@hubert69434 жыл бұрын
whats the matter cgmatter
@lawrencedoliveiro91044 жыл бұрын
Remember, when using an image texture as a normal map, set the “Non-Color Data” option on the Image Texture node. And don’t forget to have a Normal Map node to convert the coordinates from tangent space to global space before feeding them to the shader.
@magnuscoles50104 жыл бұрын
hey man im kinda of like a noob at blender, can you tell me how to use the displacement image texture? like i plug the image texture of the displacement map to the victor displacement node and than connect that to displacement node and nothing happens?
@S9universe2 жыл бұрын
as a bump ?
@juliankandlhofer75534 жыл бұрын
CG Matter's outro cured my grandma's alzheimers. She finally knows who she is again.
@parishna48824 жыл бұрын
Cured Granny Interface. seems legit.
@harukills Жыл бұрын
@@parishna4882 CGI haha
@mrspecs44304 жыл бұрын
I feel like he only explained what bump/height-maps do/are but only said that normal maps have 3 channels ... for those who still want to know what normal maps do: normal maps alter the direction in which the surface is facing compared to the actual direction the geometry is facing. the three colors(coordinates) span a normalized vector. Red is X, Green is Y and Blue is Z. an unaltered surface is this typical light violet as it has a maximum z (blue) component and ~50% the other (50% 'gray' is equal to 0 while 0% is -1 and 100% +1) Imagine the vector as a pen balanced on the tip
@lucasgarcezxyz4 жыл бұрын
Great! Thank you!
@Chevifier3 жыл бұрын
Yep i watch the video for understanding why i would want to use a normal map when bump mapping is so much easier to create. Still dont know lol
@MsNathanv3 жыл бұрын
@@Chevifier A bump map can create magnification artifacts-- if you zoom in, it'll give you pixellation. It's also slower to calculate, like if you're aiming for 60fps. But you can use a bump map as a start, and then bake this bump map to a normal map, which will give you the best of both worlds.
@DJnoratos2 жыл бұрын
Thanks
@synapse3492 жыл бұрын
Ok so i presume you would model your hard surface, then somehow bake that into a height map that can be applied to a more basic model with fewer faces, right? How do i learn about baking textures from models? I've always made my bump maps manually, seperately, in a photo editor...
@Ph4ntomize4 жыл бұрын
Title: "WTF are... NORMAL MAPS? My brain: Google Maps
Why do you look young and middle-age at the same time?
@alex150954 жыл бұрын
the mustache
@maciejw12634 жыл бұрын
Hes actually like 50 years old
@taliesinriver4 жыл бұрын
He's a youtuber
@kurostyx91244 жыл бұрын
ikr he looks like a teenage boy with a fake mustache :v
@jorge696964 жыл бұрын
That's what 25 year olds look like.
@betanpc82104 жыл бұрын
Even though i don't know how to use blender because of my smooth brain, i like watching this guy because he's pretty funny.
@taliesinriver4 жыл бұрын
if you do want to learn blender, don't start with CGmatter. End with CGmatter. Or like, watch CGmatter at some point anyway, but don't start with watching it because, like, it will be hard and your brain will not only become crinkled & wrinkled, it will become TOO wrinkled & crinkled and you'll end up dead, or even worse, a 3D artist.
@ciarfah4 жыл бұрын
Once you create the donut, you will be ready
@yourhandlehere14 жыл бұрын
@PIYUSH YADAV Junkies like to get other people hooked. You don't feel so bad about your drug habit if other people are doing it too.
@tonkali3 жыл бұрын
@@yourhandlehere1 🤣🤣🤣
@vibaj16 Жыл бұрын
@@00O3O1B dammit, I was gonna make that joke
@FlareLaunch2 жыл бұрын
That was a sick video, straight to the point, quick, informative and the ad was placed at the end without interrupting the flow. This is the first video I've seen from you and I plan on watching more 👍
@ComeAlivewithMK Жыл бұрын
I really enjoyed it except I just feel like the whole world is on ADHD meds and I can’t keep up everything is hyper fast I didn’t need the music I just need to know the information and it helps if it goes a little slower but I’m a dinosaur so tough luck for me. Thank you so much for this very valuable information
@velotti2109 Жыл бұрын
I can barely concentrate on the video subject with the epic music loop in the background lol
@flareb994 жыл бұрын
I still don't understand but thank you for the tutorial anyway
@Uhfgood4 жыл бұрын
same
@sarvagyagupta17443 жыл бұрын
At 2:21, the equation can be daunting at the first glance but it's nothing but "normalising" the normal vector. Basically, the vector we get perpendicular by finding the derivative (numerator) is some scalar and we want a unit length (magnitude 1) vector that's perpendicular to the surface. That's why we divide by the denominator. So all it does is give us a unit length vector.
@reculate33324 жыл бұрын
You forgot to say the most important point, they are simply "Normal" Maps, ever heard of the normals every face got, the direction it points at, that is literally a part of the light bounces equation, it simply takes part after a light ray hits the surface, it decides at which direction it bounces, now "Map", We all know what maps are, well zoomers, I mean google maps, it guides lazy people who can't learn their streets where to go, but a normal map simply guides a light ray at which direction it should *bounce*, good luck with life everyone, baiii
@רפאל-ב4 жыл бұрын
Wait, why would we use the displacement map if we already modelled the thing?
@QuincyIsCrispy4 жыл бұрын
Physics simulations, for example. You could make a displacement map of a detailed object, then reduce it down its primitives, simulate it for much cheaper as there are much less verts and such, and then when you render out your animation, the displacement maps will be applied. So simulating your object doing whatever will be way cheaper but in the final render you will still be able to have detailed light interactions with that object
@anmoldureja42474 жыл бұрын
Because game engines need to churn out 60 fps out of every scene and if you use a million triangles on a sci-fi vent that constitutes a fraction of your environment then you can bid your career goodbye. Basically it lowers render times.
@BilalAzeem4 жыл бұрын
kakashi zen but if you import the primitive into a game engine with a displacement map wouldnt it cost just as much as the model itself? what i got from the video was that only bump maps and normals maps save performance costs
@cactustactics4 жыл бұрын
@@anmoldureja4247 they're talking about displacement maps though, not baking a normal map Another reason you might want to do it is the adaptive subsurf stuff - if you bake your geometry into a displacement map, you can control the level of detail procedurally by giving it more or fewer verts to displace. Throw the adaptive subdivision control in there, and you've got something that adds more detail the closer the object is to the camera So you get all your expensive detail when stuff is close enough to see it, you get simplified geometry when it's far enough that you can't tell, and you only need one base object and one displacement map to get all those levels of detail. If you did it purely with geometry, you'd need lower-detail versions of stuff, and you'd have to mess around swapping them if they ever move relative to the camera
@anmoldureja42474 жыл бұрын
I mean it is not necessary that you always use a displacement map for a model though, you can just use it wherever you like, for terrain etc. It's super useful there. And there are times when you want to use a texture as a displacement map. He just explained it all on one object for comparison but you're right for the model in the video, displacement map doesn't make sense
@fr3333m4n3 жыл бұрын
interresting but the music is hammering my head
@3dgreenhorn4 жыл бұрын
Congrats on 100k subs.. Well deserved.
@PinkeySuavo2 ай бұрын
284k now. How much did you have at time of writing this comment? I see your first videos are 4 years too and you have 158k now, congrats!
@TheLeonardProduction4 жыл бұрын
Since the dawn of men people have been modeling super high-poly meshes full of detail... so we need to bake it into displacements so it can use an even higher poly count for a worst result! :D #fistbumpforbumpnode
@doomstere.g3524 жыл бұрын
I don't understand the point of displacement maps :/
@henryrichard76194 жыл бұрын
I fail to see the point of them unless you’re generating them procedurally via nodes.
@ДмитроПрищепа-д3я4 жыл бұрын
@@henryrichard7619 or they can be taken from real life objects too. Also it's easier to store a light image file than a heavy 3d model.
@buzzdx4 жыл бұрын
@@doomstere.g352 well, think about this metal thing he showed in the video. if you just want to render one of those there is nothing gained in. using a displacement map instead of a model. but what if you have like.. a huge spaceship with 100 of those plates? hard to work with. 100 planes with the displacement map on it will work way better here. and since the adaptive subsurf will enhance poly count most near the camera, the planes further away won't have a huge impact on render times either.
@williameden40253 жыл бұрын
google search gave me this.. 'Bump maps are the old school way of adding detail to low poly objects. They are used in the same way as normal maps, except they only contain height information and not angle information. Displacement maps are sometimes used to change the location of actual vertices in a mesh' now i get it. good video though glad i learnt something :)
@DanielKrafft4 жыл бұрын
congrats on 100 dude
@goliathprojects73544 жыл бұрын
He looks like young Chris Hadfield with a wig
@joaquix34714 жыл бұрын
red is roughness, blue is emissive and green is metalness, gg
@WhiteWerewolfo4 жыл бұрын
i feel like every time i watch a video of his, his hair changes. yet again i've been going through old videos, informative and to the point!
@PranayVaidya0074 жыл бұрын
mustach looking good... keep it up (i mean above the lips)
@Draculus3 жыл бұрын
This must be the best, most informative tutorial I have seen in a long time. Other explanations are way too technical and this video explains it quickly and easily without much hassle to someone who's just curious. Thank you!
@MossMelTV4 ай бұрын
logged into youtube just to say how helpful this video was (and how it was fun to watch, nice editing!)
@bhaskar084 жыл бұрын
The Andrew Price style thumbnail (And also the other memes) is why I love this channel!
@jennychou91962 жыл бұрын
Only about three minutes... but man... this is pure gold!
@Smooth2194 жыл бұрын
woah, tom selleck teaching me blender
@KingFredrickVI4 жыл бұрын
Congrats on 100k subs!
@10hourentertainment144 жыл бұрын
KingFredrickVI he made a video about it on DefaultCube channel
@PinkeySuavo2 ай бұрын
284k now
@SethPostal4 жыл бұрын
wtf are uv maps? how do we tame them like we're wild jungle expedition guides?
@GroundUpProduct004 жыл бұрын
Dude I love you, this shit cracked me up and it was fast pace catering to my ADD. Please don’t stop making blender breaking news videos like this
@lollertoaster4 жыл бұрын
4 minutes, everything I expected to learn was in the video AND there is a sponsored ad at the end? Absolute legend
@metushelach84 жыл бұрын
Thanks for the clear short explanation.. just the video I was looking for :)
@bitskit3476 Жыл бұрын
When making use of smooth shading, there are two techniques called Goraud Interpolation and Phong Interpolation. In Goraud Interpolation, the vertex colors are calculated based on their normal directions and the current lighting / material information. That color is then interpolated across the surface of the polygon that's formed by the triangle. This means that lighting calculations are done *per-vertex.* In Phong Interpolation, the vertex normals are interpolated across the surface of the polygon and the color of each fragment is calculated based on it's normal direction and the current lighting / materials. This means that lighting is done *per-fragment / per-pixel.* For obvious reasons, Phong interpolation is a lot more computationally expensive than Goraud interpolation, but produces a much more accurate shading that captures things like specular highlights. Modern computers are more than fast enough to do per-fragment / per-pixel lighting, as is the case with Phong interpolation. But when you use a normal map, you're skipping the interpolation of the vertex normals and simply sampling the fragment normals from a texture image. This is less computationally expensive and gives you more control over how the surface is lit because you're essentially telling the renderer which direction light should be reflected on a pixel level. You can make a very low-poly surface be lit in almost the exact same way as a high-poly surface. Tessellating a surface into more polygons can also help lighting appear more smooth. If you do this at runtime, you can have a displacement map displace the vertices of the generated polygons to add more detail to the surface. But if you're not tessellating, you can still use the same image as a bump map, in which case you're just creating the illusion of the surface being raised or lowered via a lighting trick. This isn't as good of an effect as normal mapping, but takes about a third of the data. The use of bump mapping or displacement mapping is a mutually exclusive choice. Do you want more detail, or just the illusion of more detail? Using bump mapping together with normal mapping is possible, but stupid and pointless. Just choose one or the other. Do you want to save memory with a bump map, or have more detail with a normal map? In contrast, using displacement mapping together with normal mapping makes perfect sense because displacement mapping creates actual detail, but may not be able to capture some of the more fine-grained details that normal mapping does because it's limited by the tessellation.
@bluestonebest18934 жыл бұрын
me who dosent design in 3d: "i m having an epilepsy due to the ammount of data gave in less than one minute"
@buno98194 жыл бұрын
THANK YOU!!!
@anhtuanhuynh2483 Жыл бұрын
very quick and simple video to understand thank you so much
@JRom_192 жыл бұрын
This was incredible information. Thank you for this
@gustavosalmeron20133 жыл бұрын
OLLY SHIT your videos are AWESOME. You explain the shit, with no bullshit, and make it a joy to watch
@Khosumi4 жыл бұрын
My entire world is in shambles, he said "See ya", where's my buh bye? I'm lost?
@oGrqpez4 жыл бұрын
Congrats on 100k
@scalz4203 жыл бұрын
jesus.. for years i have been googling the definition of normal maps. Today i finally understand. That was so simple thankyou sir
@TheBcoolGuy4 жыл бұрын
I like this look! Keep it up! Especially the moustache!
@karlbjorn18314 жыл бұрын
never stop making these
@icyike994 жыл бұрын
Did not know partial derivatives can be used for this. This has opened me to many other ideas. Thanks.
@lunarbaseone6353 жыл бұрын
This is one of the most genius guy in KZbin doing Blender in the most creative & fun ways!
@pesterenan4 жыл бұрын
Dude, congrats on the 100k subs!
@TheNewton4 жыл бұрын
@CgMatter please consider explaining to us plebs WTF are...Compositing Passes, especially Position Pass. If you google 'what is position pass' a professional nuke teacher from his desk literally just tells you to google what it is, which gives his tutorial as a top result ∞
@machmar4 жыл бұрын
Thanks. I actually really needed this video as I sound out about JS placement yesterday. Exact timing. Thanks
@Meyu-Sys3 жыл бұрын
I was really interested in how blender's bump node converts image textures into normal so this helped and I figured out the height map but didn't know the normal part
@razzytack3 жыл бұрын
Okay I THINK I've started to grasp the difference in normal maps vs bump maps. I'm just a little dummy and didn't realize I should probably look up what exactly normals are first. Forgive me, I'm not really a math person and I'm only just rendering my donut animation right now and am still trying to figure out what all the terms mean. Your video really helps me to conceptualize it in my head. Thank you
@BlenderRookie4 жыл бұрын
I didn't even know Magnum PI did tutorials. I just outed my age.
@Tudemir34 жыл бұрын
Congratulations!! 100.000 subscriptors.
@louis-alexandrelapointe38844 жыл бұрын
I use both! displacements for major details and normal map for small details like cracks so I don't need a crazy amount of subsurf modifier
@DonEsteban3D4 жыл бұрын
after yesterday title should stand "wtf WAS normal maps."
@EpicVoiceShitposting4 жыл бұрын
I don't need to know, I already know, but it's CGMatter, so I'll still watch it.
@pixspaces47774 жыл бұрын
Explained nicely! Thanks CGMatter.
@lawrencelawine90824 жыл бұрын
An old artefact from 2020 and before, when game engines weren't strong enough to render million and millions of polygons in real time. It was used to fake details. You had to build the exact same model twice. Once you are finished your detailed sculpt with millions of polygons for your table for example, you had to remodel it with just a couple of thousand or even just hundreds of polygons. Imagine all the extra work they did back then.
@notarobot5284 жыл бұрын
You are rocking that moustache, my man, love the style! Also, I love normal maps again, thanks!
@bohdan_lvov4 жыл бұрын
Love CG mustache
@fritzmichaelsen99474 жыл бұрын
This was very helpful. Thanks.
@fedorb92862 жыл бұрын
Outstanding job, man!
@stntoulouse4 жыл бұрын
vector displacement map: AM I A JOKE TO YOU???
@lawrencedoliveiro91044 жыл бұрын
Did somebody say Maya? Joke too, you?
@96Phenix22 күн бұрын
Great video! Thank you!
@ChronoPierce4 жыл бұрын
maps are basically what prevents meshes from reaching quadrillions of vertices
@keegandaly89644 жыл бұрын
Just subscribed because content is king and you nailed that in both material and style. That being said 99% of KZbinrs/Podcasters/peoplewhorecordtheirvoicesforpeopletohear need to talk faster, you are the rare exception where your pacing could be slowed a bit and I think it would benefit. Also, more importantly, please look into getting an actual microphone as the audio quality was the equivalent of listening to Beethoven's Für Elise as arranged for kazoo and vuvuzela. That is to stay amusing and interesting in its own right, but I would like to drill holes in my ears to stop the incessant shrieking. Hyperbole aside, keep up the quality content and the quality mustache, I appreciate you.
@AllExistence4 жыл бұрын
Into: "It's me! CGMatter!"
@airkidproductions28483 жыл бұрын
big hight and bumpmap on your mustard (we call it schnurri)
@mixer00144 жыл бұрын
Omg Amazing. You are really the best at quick explanations. There is just one thing left - Could you show us how to make a normal map from height map? It would be super useful!
@mhdawskamel3114 жыл бұрын
The bump node does it for you,
@fecu23944 жыл бұрын
Congrats on 100k dude
@dianehansen55523 жыл бұрын
I watched this and now I am exhausted.
@tempest_dawn4 жыл бұрын
I actually do know how to make a beautiful website, thanks for asking. (Jokes aside, stuff like SquareSpace has become my go-to whenever distant relatives ask me to make them a website. It's far easier to show them that than to actually do it for them.)
@imspooky81504 жыл бұрын
You reached 100K! Congratulations!
@Old_Potato4 жыл бұрын
Congrats on 100K !!! will you do caustics on KZbin play button ?
@Casrion4 жыл бұрын
this made me anxious
@mainscript03344 жыл бұрын
Congrats to 100k man
@wavetro4 жыл бұрын
scared me with that dramaalert intro for a sec
@jackgibson5113 ай бұрын
Dude that drama alert intro jump scared me don’t scare me like that
@jehaanslab4 жыл бұрын
Cg matter taught me so so so much about blender that I made my own channel just like him in the hopes of being as good as him one day
@B4uneed4 жыл бұрын
"I"M CGMATTER, YOU BEEN YOU" MY GOSH YOU ARE GREAT..
@TheInevitableHulk4 жыл бұрын
amazing format keep it up
@spikerama4 жыл бұрын
As always, you've been great and I've been blown away. Thanks mate.
@ruolbu4 жыл бұрын
News that CG News that Matter
@jbx68624 жыл бұрын
I think one day this dude s gonna run the internet
@ironfoot19384 жыл бұрын
lmao first 30 seconds killed me XD! edit: but the tutorial is very good thx its something i genuinely didnt knew and wanted to know
@Kram10324 жыл бұрын
There's also directional displacement maps, i.e. vector maps. And there are ways to directly get a normal map from geometry much as you can do for bump maps.
@victorstergaard27674 жыл бұрын
Good job on 100k subs
@FufuZ4 жыл бұрын
thats an awesome procedural moustache
@gusavietto4 жыл бұрын
I wish Ian Hubert haven't set the "fast tutorial" standard. This video has so much important information! Anyway, keep up with the good work CGMatter!
@yagosantiago104 жыл бұрын
I watched this while drunk and I'm tripping
@neypomuk4 жыл бұрын
Congrats for passing 100000 Subs
@Sazoji4 жыл бұрын
now how can I reverse this better (asking for my 3d printer)? you can displace bumpmaps and "bake" a texture (any color->grey tex and bumpmaps work) into geometry for 3d printing, but you cant undo normal maps for printing the high poly model. (you want all the faces you can get since they'll be sliced as paths, I have the ram and storage, ill make a 200mb model just to displace textures back into a model) problems: -the seams are broken unless you can find a perfect midpoint (you need a watertight final model so an accurate midpoint saves many angry hours of meshing) -baking textures is like a lithophane and it doesn't represent the height detail that the artist intended (a brick's tex =/= the hightmap) (baking textures is nice and simple if you have something like a spherical photo that you get a UV unwrap to a sphere, you can get really nice small globes or props) -bumpmaps nearly guarantee bad seams (you cant print unless you remesh, you just cant) -gets very slow for hard edges because you have to uniformly spread out your triangles to be displaced -edges of UVs can affect some more complex models if whoever textured it didnt use a smooth island boarder. (fucking UV went over the edge of the image somewhere inside to model and broke the displacement modifier) -white/null gets displaced and will make internal geometry pop out -cant use normal maps I know a couple of these can be alleviated with a fill tool swapping the null textures with the intended midpoint color or remeshing first and somehow using that new UV set to only displace the outer, watertight surface for as few seams as mathematically possible, but both of those solutions are only situational and band-aids to the main issue. Any solutions would be helpful. (the end goal is a high poly, very high detail model of the fully texture filtered, fully tessellated, fully shaded model where all the detail is available to be baked into the model when remeshed for watertightness and printed)
@Sazoji4 жыл бұрын
by "baking" I also mean the exact opposite of baking, taking that fresh normal map pie and shoving it back onto the model.
@walkingile4 жыл бұрын
your moustache is really cool
@gottagowork4 жыл бұрын
A bump map converts the info into normal modification, but is insensitive to UV direction. Easy to combine or box map. A normal map don't need conversion, it's direct info, but it IS sensitive to UV direction, or tangent space. Hard to combine or box map. Use displacement map without any high frequency detail. Named _H, use for microdisplacement or parallax mapping (not in Blender yet). Use bump map for small details that have high frequency detail. Named _B, use with a bump node. Use normal map for anything that needs to control angles accurately. Named _N, use with a normal map. All these should be set to non-color. Without parallax mapping or geometry shadow shifts, bump and normal maps can look very fake up close.
@iksanfianka4 жыл бұрын
The only guy that have 120k subs and still use lousy camera for recording...legend
@iGPetry4 жыл бұрын
that moustache.... NOOICE
@markus33554 жыл бұрын
Normal maps have a really interesting color gradient... I won’t what else they can be used for