Indeed, even if he sounds a touch less english this time around. Ah, maybe he got 2kliksphillip to do the voice-over or something... :P
@barrupa8 ай бұрын
4kliksphilip
@gaebreeuhl8 ай бұрын
no we're missing caboosing
@residays8 ай бұрын
@@gaebreeuhl Caboosing was on break. He was playing for too long.
@AgsmaJustAgsma8 ай бұрын
@@barrupaRGBkliksphilip
@combinefan20068 ай бұрын
as someone who has spent about 2,000 hours on gm_construct 13 i can safely say that the flat window textures in source 1 also use concrete for it's texturing, so at least valve is consistent.
@hxgonic8 ай бұрын
This effect was also used in some source 1 games too! Take the light strips in portal 2 for example, they are simply a flat image but they have this same effect applied to them to give them depth
@LEDs8 ай бұрын
Interesting... I've never used portal 2's version of the source engine, so I didn't know
@commodore73318 ай бұрын
i think this only applies to the lights used in the puzzlemaker which was added after released, the ones in the base game render actual lights behind the glass.
@kiogmd8 ай бұрын
i was going to write the same comment but ok
@TechnologicallyTechnical8 ай бұрын
That technology wasn’t new when Portal 2 came out, the Source engine had that capability upon release back in 2004, and Valve even demonstrated it over a year earlier at E3.
@TinyDeskEngineer8 ай бұрын
@@commodore7331 The puzzlemaker lights use the same model as those used in the campaign.
@FBombFitzgerald8 ай бұрын
When your video began explaining how you were running out of wall/stair/window related items to talk about in TF2, I was really hoping you'd say you were "running into a wall" with the topic.
@blockwearingman7 ай бұрын
yo i think we know eachother
@Positroni8 ай бұрын
This seems like an evolution of the Portal 2 lights that use parallax to simulate depth. Really cool shader trick.
@dsobransingh8 ай бұрын
i use arch btw
@drevcronsole8 ай бұрын
I use arch btw
@mr.shplorb6628 ай бұрын
I use arch btw
@ChiliCheeseNuggies8 ай бұрын
I use arch btw
@duc66398 ай бұрын
I use arch btw
@cvico128 ай бұрын
when i saw that thumbnail i tought this was a 3kliksphilip video lol
@camerontodd46868 ай бұрын
It’s close, but there’s no lens flare in the thumbnail
@cvico128 ай бұрын
@@camerontodd4686 true
@D_0378 ай бұрын
Shaders and computer graphics is absolutely magical. The fact that a thin plane can render depth is amazing to me. It's like that illusion of infinite depth from two one-way mirror and led strips type of stuff. So cool!
@noxmore8 ай бұрын
Totally agree! If you don't know him already, Acerola makes videos going behind the scenes into more graphics programming stuff, i highly recommend his videos
@impulse_768 ай бұрын
Furry
@wclifton968gameplaystutorials8 ай бұрын
I believe they also used the Parallax Effect in the Unreal Engine 5 tech demo they released a couple years ago as a proof of concept which makes game worlds more realistic while reducing development time of it's implementation in the game world over building traditional rooms behind windows as seen in CS:GO or the Hitman series.
@MrMoon-hy6pn8 ай бұрын
Fairly certain that unreal demo (lumen in the land of nanite I think it was) made heavy use of nanite not parallax mapping. Which is a very different technique.
@JayTheComputerGuy8 ай бұрын
@@MrMoon-hy6pni think he’s talking about the matrix awakens ue5 demo
@randoguy74888 ай бұрын
It's also used in Forza Horizon 5 (came out one month before the demo) and PlayStation's Spider Man
@aleksihiltunen70638 ай бұрын
@@randoguy7488if you are talking about the spider man fake interior effect, that’s not exactly the same effect but very similar. Parallax mapping is relatively easy shader effect that has been used for many many years now. You are absolutely right, this is nothing new. Really cool effect though
@randoguy74888 ай бұрын
@@aleksihiltunen7063 You're right, I looked up "Spiderman interior mapping" and apparently it is called "interior mapping" haha. There's an article on gamedeveloper by Joost van Dongen describing how he came up with it in 2007, so 6 years after parallax in 2001.
@Gustavofrompizzatower8 ай бұрын
those are certainly windows
@i_like_vids8 ай бұрын
Yep
@zzyxxyzz54428 ай бұрын
im no window expert but yea those seem to be windows
@hxgonic8 ай бұрын
you might be right there. Definitely windows
@ico18 ай бұрын
A certified window recognizer.
@perplxxd8 ай бұрын
who made you mayor of windowtown
@HaHAjax8 ай бұрын
The skyscraper windows in a few of the Spiderman games made by Sony also use parallax, albeit a different variant. They basically show what appears to be an entire 3D modeled room, but it's entirely flat. That might be an interesting thing you could look into in another video :)
@LEDs8 ай бұрын
There are so many cool applications of the parallax effect that people have brought to light with me recently, they're incredible to see
@gaebreeuhl8 ай бұрын
wait where's the caboosing music
@turd29378 ай бұрын
i like to imagine this guy is just a multi-dimensional source game traveler that likes to look at walls.
@ryanbrunette38708 ай бұрын
the normal map has an Alpha layer added after the normal map was made. Not sure what it is used for but the alpha is not being rendered in the previews. Because the alpha is not pre multiplied it doesn't affect the colour.
@FoxSpaceMagik8 ай бұрын
Solid thumbnail
@SneedFeedAndSeed8 ай бұрын
NO! THAT IS NOT SOLID-
@MirelRC8 ай бұрын
I've came here expecting a video of how windows on exterior doesn't match the windows in the interior, but I've got informed on how the windows are made in CS2. Cool video.
@thebreadman74878 ай бұрын
Man I wish TF2 was on source 2
@ziphy_64718 ай бұрын
I don't.
@maciejlehr48748 ай бұрын
@@ziphy_6471Why 😭
@TinyDeskEngineer8 ай бұрын
After having to install CS2 (For Hammer++) I really hope that never comes to fruition. Or at least if it does, that it's a separate game instead of replacing current TF2.
@ziphy_64718 ай бұрын
@@maciejlehr4874 My potato pc will spontaneously combust.
@maciejlehr48748 ай бұрын
@@ziphy_6471 Pretty sure it would be more fluid than before due to better code
@1ups_152 ай бұрын
even if quite limited, it's awesome to see that's it's possible to do this kind of thing out of the box in the source 2 engine! when you said it was parallax mapping I was 100% ready for you to explain shader code haha
@LEDs2 ай бұрын
I wonder if we'll get any other interesting tricks/hacks in the future
@elliejohnson27868 ай бұрын
Skyrim is well known for having many graphical limitations, but it also actually uses parallax on ice! Even in 2011, this technique has been used in games that released quite dated, so it's quite an old and still very effective technique by today's standards.
@GraveUypo8 ай бұрын
if i'm not mistaken, it's even in oblivion. i recall seeing this there.
@rKaype.8 ай бұрын
Certain the Concreate Texture has an Alpha mask baked in and used for the scuffs and scratches on the windows. The Curtain texture in which you were seeing a frame and trees are just artifacts from that part not being textured because they're using a mask to mask that artifacting out (The mask right below it). Would've possibly been cheaper and easier to have baked that mask into the Alpha channel of the Curtain Texture which is something I'm interested into why they didn't do that since POM is already pretty expensive to render.
@Povilaz8 ай бұрын
Very interesting!
@RT-.8 ай бұрын
Is that your cat?
@StaleCroissant_8 ай бұрын
Hey, VFX Artist (student) here! The way parallaxing works is by offsetting the UV's based on the angle on the camera in comparison to the vertex normal of the mesh. A parallax generally used "steps". For each steps of the parallax a certain area of the material gets masked out. It's kind if like how those paper calanders work, but with greyscale images. Ussually parallaxing is pretty expensive since the ammount of layers you need to get a detailed effect can get pretty high. That's why more games are leaning towards depth refection (at least for this type of effect), rather than parallaxing.
@LEDs8 ай бұрын
This video here is a fantastic resource for understand parallax mapping: kzbin.info/www/bejne/mX6ag517qb96ftksi=JEC2PipBAI1vF7lr
@gamejoker9778 ай бұрын
I think the same or similar windows were used in Half-Life Alyx in a few instances. This has given me some inspiration to create some possible trippy textures with some cool depth in vr, wish me luck on my experiments!
@lonesomevinn8 ай бұрын
i was expecting a buff engineer parallax behind a window as a joke
@craftablescience8 ай бұрын
weird that no one's mentioned it yet, but Source 1 has a material editor too! it looks like the source 2 version of the tool is based on it you have to launch in tools mode to open it, its called "Material Editor" just like source 2 and is in the same place the particle editor, commentary editor and ActBusy tools are located
@LEDs8 ай бұрын
Interesting
@leaf_up7 ай бұрын
Wow, this is my favourite part of texturing! Ok you've convinced me, I gotta make a CS2 map! Never played the game though
@stevethepocket6 ай бұрын
You might try hunting down places where map makers hang out online and ask around if anyone needs texture work done. I have no idea how map makers and asset makers find each other in this age of impersonal social media, but clearly they do because you never see maps get adopted that are all just stock assets that shipped with the game anymore.
@Galko655e6 ай бұрын
The reason concrete texture for glass is to imitate the dirty window. It's easy to setup from concrete to glass: set color to alpha & select primary color of concrete.
@Wilzzub0b8 ай бұрын
This is the first video I've seen from you and the quality and attention to detail is impressive. I checked your other CS2 videos and they were just as good. Great content man, hope you keep exploring CS2 more!
@LEDs8 ай бұрын
I definitely plan on it!
@minerkey68217 күн бұрын
its a good use of the effect, rather than simply adding parallax-occlusion mapping to everything and having to use like 20 steps to get it looking good. Some GPUs don't tend to handle shaders like this very well, so it makes more sense to use it sparingly
@Cyberfishofant8 ай бұрын
0:28 ooo lemmy guess it's the same shenanigan as p2 had
@WoodmanTK8 ай бұрын
great videos and the best channel name
@jerichohasfun7 ай бұрын
Filled glass bottles in half life Alyx and I believe the Molotov works in a similar way.
@pux0rb8 ай бұрын
Ellie D, thank you for another great video!
@nixel13248 ай бұрын
3:06 I suspect the preview display doesn't support transparency, which it looks like the normal map uses somehow. And just transparency by the looks of it, not the usual (or normal, if you will) colors.
@666nevermore8 ай бұрын
Parallax is everywhere. Sometimes displacement isn’t affordable. It’s a famous technique used to do building windows, it’s not a valve technique at all. It’s actually quite simple, the UV of the texture is deformed based on the camera tangent space. It is honestly used for a lot of things other than faking depth on windows, it’s a little bit expensive to iterate in a loop in the graphics card, so it’s not used lightly
@LEDs8 ай бұрын
It's not simple at all. You just happen to (supposedly) understand it. There are different types of parallax mapping, each with its pros and cons. The version in CS2 only uses three steps, so it's not expensive, but true parallax occlusion mapping is.
@666nevermore8 ай бұрын
@@LEDs in computer graphics or graphics programming this is the standard since many years. The very basic concept of parallax was even present in old 2d games, websites etc. Then there are more aggressive algorithms (should be linear: the higher the steps the more expensive, I think it is O(n) linear in general but I could be wrong). Anyway I have nothing against you or whatever I didn’t want to pass this vibe sorry, just that in my opinion it sounded like you were complimenting valve for a very standard practice while they actually do some incredible stuff that only valve does
@JarvisDezvoltator8 ай бұрын
Your videos are so relaxing and interesting at the same time I really love it thank you
@LEDs8 ай бұрын
😊
@ferenccseh40378 ай бұрын
Knowing I made a shader that does this and also fills the space in between in godot makes me feel pretty intelligent
@chyza20128 ай бұрын
Parallax mapping isn't actually that fast on modern gpus, they're great at rendering tons of geometry but comparatively slow at accessing memory quickly, and parallax shading requires multiple dependent texture reads (meaning a texture access depends on a previous result so has to wait for it and can't be done in parallel). Depending on a bunch of factors tesselation (aka displacement mapping) can actually be faster. I'm pretty sure the effect used on the windows is different than regular parallax mapping though, it being distinct layers rather than a single texture controlling the displacement makes it much faster, and that's why valve used it instead of extra geometry.
@HenrichAchberger8 ай бұрын
for brick textures you only need one layer, but uv offset amount is driven by height texture, that creates continuous surface. however if tat is not enough and creates artifacts you need to use parallax occlusion mapping which is more fancy -layered version of same effect I didnt spend 2000 in csgo but I spent 12000 hours as tech artsit
@LEDs8 ай бұрын
There is no parallax occlusion shader in CS2. This three layer parallax shader looks to be steep parallax mapping limited to three steps.
@WadetataАй бұрын
5:13 I CANT UNSEE IT I CANT UNSEE IT I CANT UNSEE IT
@TRGavin8 ай бұрын
i love your videos dude this shit is fire
@Joe-dy7bb8 ай бұрын
I clicked the thumbnail thinking it was a 3kliksphilip video
@perify_8 ай бұрын
In Half-Life Alyx, there is a particular brick texture that uses the parallax effect. I can't refer you to the name of said texture but you can definitely make convincing parallax non-transparent materials in source 2. (I'll have a look for it and if I come across it I'll leave it here) Edit: I managed to find the texture. It is "brick_2a_parallax". If I'm wrong about my suggestion please be free to correct me.
@bengregg26328 ай бұрын
YESSS, I was gonna comment about the same thing. The odd thing about that brick texture is that I don't recall it ever being used anywhere within HL:A... makes me wonder if it was just made to test the shader and the devs decided "nah, let's not use this shader for [insert development/performance reason here]"
@LEDs8 ай бұрын
Is it a 3-layer parallax shader or full-on parallax occlusion mapping?
@bengregg26328 ай бұрын
@@LEDs I THINK it's a proper parallax occlusion shader, but the way it renders is VERY similar to the 3-layer parallax shader (just a series of layers, except with a near-infinite number of layers and each layer is dictated by a depth map). idk if that's how parallax occlusion shaders work in other game engines
@bengregg26328 ай бұрын
@LEDs the parallax shader (in HL:A) is called "Vr Parallax Occlusion", if you want to toy around with it
@Mici18 ай бұрын
"This is LED switching off" wait that outro kinda goes hard
@PumpkinHook8 ай бұрын
At 3:05, you talk about how the material uses a Normal Map with seemingly no detail Looking at the texture in the file explorer we can see it has an Alpha Channel, meaning there is likely more information stored through just the alpha, although I cannot say what information as I havent explored the CS2 materials myself personally. Edit: Thinking on it and seeing how replacing the normal map with a blank one changes the effect; it is possible the alpha texture is some form of bump map texture? Although that is an assumption built from the lack of information seen.
@LEDs8 ай бұрын
That could be true
@vibaj168 ай бұрын
CS2 does support full on parallax occlusion. It's used for bullet holes and I think for water ripples.
@LEDs8 ай бұрын
You can't use it though.
@vibaj168 ай бұрын
@@LEDs sadly
@tehjamerz8 ай бұрын
Ive recently noticed that CS2 has a fisheye lens at all times. Textures on the edges of your screen are more legible, and larger, than those in the center
@linuxization42058 ай бұрын
That's called perspective view. It's in almost every 3D game, and the first 3D games have it as well.
@michealmach8 ай бұрын
Was there a way to move around the texture cube while moving the parallax slider? I think it would’ve been really helpful to further visualize the difference 4:46
@LEDs8 ай бұрын
Yeah, you can move it to whatever orientation you like. In this example, I moved it to that angle so you could see the curtains move towards (left) or away (right) from the surface of the window
@abdel-azizs57207 ай бұрын
Im sorry but that thumbnail is amazing
@zyhgar258 ай бұрын
Parallaxes are fucking cool i first saw this in use in stalker that made bricks and walls really pop out broke my mind back then.
@smartix22778 ай бұрын
isn't this similar to the lightpanell in portal 2?
@Nacil_548 ай бұрын
It is.
@autismspirit8 ай бұрын
Literally the same shader. LED likes to pretend that all of this stuff is unknown magic for some reason.
@MrMagicSandwich8 ай бұрын
Heavy like a brinks truck
@vulcan64608 ай бұрын
2:29 Reminds me of those crazy cube textures you see in Shin Megami Tensei V's Taito region. Is this what was actually going on? I remember it being one of the coolest things I've seen in a video game.
@krispyking24508 ай бұрын
other modern games like the recent spider-man ps games also do this but they parallax whole interiors not just curtains like cs2
@LEDs8 ай бұрын
Awesome stuff
@grande19006 ай бұрын
Source1 _does_ have a wyswyg vmt editor, you just have to launch the game with -tools
@mattymclaughlin59008 ай бұрын
Thanks 3k
@Mittzys8 ай бұрын
Look in to "Parallax Occlusion Mapping", it's this but has the ability to represent stuff like bricks.
@LEDs8 ай бұрын
Yes, I know what that is
@iGaktan8 ай бұрын
@@LEDs You're mistaking parallax mapping with parallax occlusion mapping in the video, which are widely different
@watercat12488 ай бұрын
i have this system on my game as well I have not think wean to use thos layers wet but i know how to achieve very similar technical in unity the best part is that im able to multiple 3D effects as layer if wand to like for example 1. fake interior 2. parallax or even combination off the thos 2 i what shader i end up make is 100% on my one of the things i wand to fund but i haven't found yet is metallic map (i don't know how the call) but i way for my to decide wear to make the matiral to shine and wean to not shine I'm sure ther is way to do that but i don't know how wet one off the waen work on shader some time in the future i look in to it
@Soldier_Whocamefrom_20063 ай бұрын
0:33 Is that window from hello neighbor?
@TechnologicallyTechnical8 ай бұрын
I love when people discover bump mapping like it’s this new breakthrough technology, even though games have been using it for at least 20 years by now
@ozzyosbourne68 ай бұрын
I am not sure but it seems they didn't use any packed textures for this window material. I am not a technical artist but I know that all these processes are done in a pixel shader and using so many individual textures or masks are expensive thing to do. If the other materials are same they can actually make better optimization for the game.
@Grimmjow2518 ай бұрын
More please!
@thealandude91468 ай бұрын
I remember seeing something similar in the Spiderman game but I'm not sure if it's similar tech
@2EyedGlasses8 ай бұрын
Hey LED can you make a video about cs2 water physics?
@Faremax_8 ай бұрын
lets fuckikgngoooo i love when people nerd out about graphic engines
@landonamick22128 ай бұрын
hey real quick i've been trying to pull the new cs2 inferno from the game files in order to make some edits to mess around with my friends and am very inexperienced with hammer and source in general would you happen to have any good tutorials on getting the files from the map to an editable state?
@LEDs8 ай бұрын
Unfortunately there's not much help I can offer here. The tools don't have many tutorials, and working with decompiled stuff in Source 2 is very finnicky. You can give it a shot though by using this: valveresourceformat.github.io/
@landonamick22128 ай бұрын
@@LEDs thanks for the reply man I thought my answer would end up like my reddit questions a month ago lol
@Slimek8 ай бұрын
1:59 HLA does support this
@Ben_diez8 ай бұрын
Daym nice video, after this one I think tf2 on source 2 would be really beautiful but i heard csgo players are not happy with source 2 so idk
@LEDs8 ай бұрын
Been thinking about making a video exploring that, we'll see how it goes
@_pixelatedsilver2a4128 ай бұрын
I think the glass lights in Portal 2 on Source 1 seem to use a similar shader?
@Zahn-rad8 ай бұрын
I wonder if you could make a Skybox out of this
@denispusnei46088 ай бұрын
i say next time to talk about the water
@SimPiko8 ай бұрын
um, "ackchyually" there IS material editor in Source 1. (to launch it, in console type without quotes "toolload vmt"; sidenote: in SFM, you'll also need to press F11 to see the editor) ...but it's not as pretty looking like it's s2 counterpart and, while it's functional (as in, yes, it lets you browse through available shaders and tinker with their parameters), sadly, in most source1 games/branches, it's rather crash-prone. afaik the most stable version is in Alien Swarm SDK, (but it also doesn't have many shaders to play with if i remember right so... ;l ). by crash-prone i mean: you can't pick some shaders (despite being listed) ; you can't save materials through it (spits empty files); hell, even undo-ing causes crash anyway, that's how I found VortWarp's "$warpparam" and "$entityorigin" parameters are doing quite neat effect that i'd want to use someday in sfm (haven't played hl2 episodes, but it's most likely what is used in the intro of one of 'em)
@Zedorfska7 ай бұрын
AFAIK the chamber lights in Portal 2 do something similar
@stevethepocket6 ай бұрын
The fluorescent ones? Nope, those are fully modeled 3D tubes behind a clear surface with a $refact shader.
@habjammer8 ай бұрын
Arrived from datonedoomslayer
@Jadeapple4208 ай бұрын
I see you
@twingolord8 ай бұрын
haiiii :3
@Jadeapple4208 ай бұрын
@@twingolord OK hello
@hapsti8 ай бұрын
hey :3
@Jadeapple4208 ай бұрын
@@hapsti AAAAAAAAAAAA
@nachosucker20148 ай бұрын
So do I
@segsfault8 ай бұрын
this is called "parallax mapping", a technique that spider man games use ALOT... i mean ALOT ALOT!
@cubirk8 ай бұрын
MAGICCCC
@hadharigamerz8 ай бұрын
Buff men
@handsomemug33428 ай бұрын
next the room with the pizza
@bshap4958 ай бұрын
I don't think the color texture is supposed to be concrete, but is just opaque glass with lots of dirt and scratches.
@LEDs8 ай бұрын
Maybe
@Brickiridart8 ай бұрын
bery good tu,mb nail
@Brickiridart8 ай бұрын
:steamhappy:
@LEDs8 ай бұрын
thnx
@XxguaxinimxX.8 ай бұрын
I'm seeing CS2 Windows while on Windows, and not on Linux 🙃
@peanutsveryepicchannel86998 ай бұрын
tick tock heavy like a...
@superlegofan70678 ай бұрын
Hey LED, you should make a TF2 map based on SCP-087 "The Stairwell" what do you think.
@be4ns068 ай бұрын
Holy crap American kliksphilip
@NicCrimson8 ай бұрын
Does anyone know who makes the maps in CS2 at Valve?
@muhammadal-ghifari16458 ай бұрын
Valve Software Team
@T0moko20018 ай бұрын
Lmao the thumbnail
@JuiceyDev8 ай бұрын
When linux?
@Foxtrop138 ай бұрын
uhh is parallax mapping the same tha shader with parallax layers?
@LEDs8 ай бұрын
3 layer parallax is like steep parallax mapping with three steps. Check out this video for a proper explanation and demonstration: kzbin.info/www/bejne/mX6ag517qb96ftksi=8NVViFf8kKBcs1Yk&t=3593
@mikejr77278 ай бұрын
Man, I could only wish for more games in Source 2. I enjoyed Alyx, and I don't have the skill for CS2.
@Runaova4 ай бұрын
Doesnt portal 2 use this for their lights? I thought this is how they got the 3d effect without using 3d
@captainribeye8 ай бұрын
w thumbnail
@charlieking76008 ай бұрын
This is pretty old trick, used in Bioshock Infinite.
@MrBrax8 ай бұрын
Alyx does have parallax, at least it's in s&box
@LEDs8 ай бұрын
What kind of parallax?
@MrBrax8 ай бұрын
@@LEDs it renders a ton of layers based off the height map, essentially making a displacement
@dude25428 ай бұрын
I think bullet holes use the same method to create depths
@LEDs8 ай бұрын
Yup!
@ozzyosbourne68 ай бұрын
i guess they only use normal maps to fake the real depth effect its much cheaper.
@-dragonhead1_07 ай бұрын
Maybe you could remake some TF2 maps in Source 2?
@LEDs7 ай бұрын
Ok
@federigodelazion67388 ай бұрын
a new record 45 seconds then straight to deep sleep