He didn't say his name, he didn't say donate to my patreon, he didn't give any shout outs, he didn't say like, comment and subscribe. This dude got straight to the point from beginning to end. I like this dude.
@karolwinkel12263 жыл бұрын
everybody liked that,
@dreamsprayanimation3 жыл бұрын
And for that he gets them all. Except for the Patreon thing. Most of us aren't that rich.
@DesMonDLee243 жыл бұрын
thats true... this youtuber is a Chad
@yousefantonio14943 жыл бұрын
Instablaster...
@RC_Russell_Designs2 жыл бұрын
But, for a beginner, way to fast. Great info thou.
@SoapyTarantula4 жыл бұрын
I really liked how you quickly explained the pros and cons of each method. A lot of tutorial or tip videos don't really go into *why* something shouldn't be used all the time, so its a surprise to see someone that does. Well done!
@DamianMathew4 жыл бұрын
SoapyTarantula ah that’s a good tip! I didn’t even actively think about this, just automatically mentioned it. I’ll try to always mention reasons in the future. I’m glad you liked it and thanks for your comment!
@ABaumstumpf4 жыл бұрын
While height, displacement and bump-maps are all very similar they are NOT the same. Heightmap specifically refers to the height of maps - duh - and as such is a simple 2D greyscale image. It is not even about shading or displacing but generating the actual geometry. It is very often used in games as it is a very simple yet good-enough method. (In general the landscape is represented solely by the height-map with no other data needed for the geometry, for the rendering the index in the map is directly used for x/y coordinates and the value of the map is used as the height). Bump-mapping specifically refers to shading Only. Those maps are also just greyscale but contrary to heightmaps they are used on objects to change how they interact with light. In general this is done in the simplest for taking the gradient to the surrounding pixels as the slope of the pixel and using that to compute the brightness. Normal-mapping commonly uses 3 channels (albite 2 channels is enough) and directly stores the normals at each pixel - so more accurate than good old bumpmapping. And displacement-mapping is kinda like an application of height-mapping on 3D objects - allowing the actual geometry to be altered. This can use a variety of textures and interpretation of those - the simplest is using a simple 1channel greyscale to only get the amount it should be displaced along its normal. The more powerful version is 3 channels - height + 2 normals - as that gives more control over how edges in the texture look like (You can make them hard edges or smooth curves). This of course needs actual geometry. And it also comes as a 3D displacement where the 3 channels represent a displacement along all 3 cardinal directions, making overhanging geometry and the likes possible - the most powerful variation. As you are dealing with actual geometry here this of course is in general far more powerful but also resource-intensive of the methods so far. If you just want the nice highlights on a coin it makes no sense to have a very high poly-count and displacement-mapping when normal-mapping will basically give the same visual result. But if for example you have the outside of an old stone+wood building with rough edges then displacement really brings it to shine. And as having all the geometry in very high detail is usually a waste of resources it is mostly used together with view-dependant tesselation: an object far away and small does not really benefit from tiny displacements, better to just tesselate the nearby objects to give them extra geometry for better visuals. There is also parallax mapping: bump/normal-mapping have the problem that they only affect the surface-normals, parallax-mapping also tries to compensate the texture-coordinates based on the viewing angle. If you look at actual bump/normal-mapped geometry while changing the viewing-angle you notice that only the lighting changes, the texture stays static - while with parallax-mapping you see a stronger 3D effect as it looks like the surface is experiencing parallax. But this too does break down on shallow angles as it is a simple 1 step lookup-offset (You check the texture-coordinate for its value, then use that value alongside the viewing-angle to look up a new texture-value that is far closer to what you would see if the surface was actual 3D). This takes slightly more performance than normal-mapping (which is identical to bumpmapping in performance) but gives way better results. And finally there is parallax occlusion mapping: It tries to solve the inaccuracy of parallax-mapping by using an iterative process that allows for the texture to hide (occlude) it self without causing big artefacts. It is again more costly due to being an iterative multistep process (often in the range of 5-10 lookups) and breaks down at sharp corners, but on smoother bodies it gives a near identical visual result to displacement-mapping while requiring far less geometry and still usually being quit a bit faster. The terms sadly often get mixed together, specially parallax mapping in recent years go highjacked by 2D game tinkerers with no idea what they are talking about (no, not even just confusing it with parallax scrolling but just outright making up shit).
@DamianMathew4 жыл бұрын
ABaumstumpf great explanation! And interesting you mentioned parallax, in Blender this has not made it’s way yet (as far as I know at-least). l get your point, maybe I wasn’t clear enough in my video. What I tried to say is, that there isn’t really a difference in the map itself (bump, displace and height). The map will be black and white, unlike a normal map and can be used for bump, displace and height. I get that they are different, but what I tried to say (mainly for beginners) is that there isn’t a difference and you can use all 3 for the same thing. I mentioned this because beginners are also often confused about albedo, diffuse and base color. I get that these are also not the same, but for beginners it is easier to understand if I just say they are “the same” you know? Often when I explain things like this I try to make it understandable in a way I guess, so people are not confused with all the detail. They can learn the details after.
@ABaumstumpf4 жыл бұрын
@@DamianMathew Yeah, bump, displacement and parallax maps can als use the same texture, just different maths and visual results - i did enjoy your video anyways.
@DamianMathew4 жыл бұрын
ABaumstumpf yeah exactly. I will try to be more clear in the future, I still need some practice in using the right words for making clear on what is a fact and what I just mean in general. I am glad you liked it!
@greensamurai58053 жыл бұрын
Man why can’t we save this comment ! Great job! Is there a main source where I can learn all those thing that you talked about in your comment ???
@Bikkufootballtalks Жыл бұрын
@@DamianMathewwhat about bricks ?
@WhimZyHasAYouTubeChannel3 жыл бұрын
nice tutorial but you are waaaaaay too fast navigating the menu
@amirshayanmoghtaderi58404 жыл бұрын
very effective and short I'm exactly searching for something like this thank you so much
@DamianMathew4 жыл бұрын
Glad it was helpful!
@JayJapanB4 жыл бұрын
You can also make complex meshes by applying in the displacement modifier then decimating the mesh. Can be useful if you want to break a shape or silhouette up without massive polycounts.
@DamianMathew4 жыл бұрын
JayJapanB good tip, thanks!
@gummikalli22 жыл бұрын
I wish every tutorial on KZbin was like yours. To the point. Well done and thank you.
@tomcollins69892 жыл бұрын
This guys is ridiculously talented at keeping it simple and making it valuable. Thank you
@IbrahimYounes3 жыл бұрын
2:44 (those who are coming from 3Ds Max, this part is what you need) this is one of the most mature amazing straight to the F**ing point video I ever watch, it was very helpfull, thank you very much!
@DamianMathew3 жыл бұрын
Glad to hear!
@kutfingertv8142 жыл бұрын
Its 1 minute 30 seconds in, and I have got the initial results I was after just by following what was done on screen. Thank you for being so concise.
@Michael-kv9bg3 жыл бұрын
Dude, bless you! Not a 30 minute tutorial, but a simple, straight forward 4:41 minute tutorial. Holy shit!
@IceForgeOfficial5 ай бұрын
I love how short but thorough this video is on the levels of texturing you can do and the pros and cons! Great video!
@greensamurai58053 жыл бұрын
This video was extremely informative and straight to the point !
@michaelsokov98373 жыл бұрын
you are a genius, thank you, this is what I needed for the stage also in 4 minutes
@GrandThriftAuto11 ай бұрын
I’d kinda worked this out from watching bits of other tutorials but this is definitely the simplest, clearest and most helpful explanation of the hows and whys of the different techniques. Thanks! Subbed 👍
@W0rldCitizen2 жыл бұрын
I've been watching a LOT of displacement/bump/normal/whatever the hell people call it tutorials and until this one it never worked for me! Thanks Damian! Keep them coming!
@DaxyCZ3 жыл бұрын
Very helpful video! I love the ending: "your PC will just cry and die" lol
@kenjibailly3 жыл бұрын
Let it fry!!!! Thanks for the tutorial, really helped out. Couldn't figure out why my mountains looked so choppy. All I had to do is click "adaptive subdivision". Spent more than an hour checking on how to create mountains better lol Saved me a ton of time!
@francofx3 ай бұрын
I think last method is best with 2k or 4k textures, and use it on some key elements of our render. So using a mix of 1st and last method would be fine... (for concept enviroments)
@Anakianaj3 жыл бұрын
Sometimes YT recommendations *do* work. - Just got into Blender and was wondering about the difference between the maps in terms of names and function. And here you explaining just that in a way that I don't really have any questions left - Thanks! 😊
@ALCCc_002 жыл бұрын
I understand what is displacement, bump and height texture finally, their are all the same images!!! This question has confused me for a long period of time. Thank u!!!
@DamianMathew2 жыл бұрын
Glad I was able to help! I remember when I also was confused about it.
@rzammmdov83624 ай бұрын
Very and the most effective and realistic way!Thank you so much)
@pandapoggers13853 жыл бұрын
Wow, I instantly fell in love with the style of this video, so simple yet so detailed
@kspmn3 жыл бұрын
This channel is like a hidden gem in plain sight! Really one of the top ones i've found so far! Congratulations for all the epicness!!!!
@EIendir5 ай бұрын
Most efficient and useful tutorial seen so far ! many thanks
@spiderjerusalem85052 жыл бұрын
This is one of the best tutorials I've ever seen, instant subscribe
@fearthesmeag4 жыл бұрын
just what I was looking for, straight to the point and well explained - thanks dude!
@DamianMathew4 жыл бұрын
Brendon Steyn glad I was able to help! :D
@user-sr1cy6ez4q4 жыл бұрын
Thanx a lot! the best Displacement tutorial !
@DamianMathew4 жыл бұрын
Thanks a lot, that's great to hear! :D
@sinanakpnar85093 жыл бұрын
I followed ur channel just because of a comment of you in 4:32 . hahaha it was so sincere . :)
@DamianMathew3 жыл бұрын
thanks xD Edit: I just realized this video already has 15k view, wow
@sinanakpnar85093 жыл бұрын
@@DamianMathew it deserve more mate!
@DamianMathew3 жыл бұрын
@@sinanakpnar8509 Let's see what 2021 brings! :D
@nolescare62323 жыл бұрын
Great!!! I was always wondering the diference, so, the answer is "I can only use it as a bump map with my computer" XD.
@BlenderFan4 жыл бұрын
Thanks for this very helpful tutorial and happy blending with Blender 3D
@DamianMathew4 жыл бұрын
BlenderFan awesome the video helped you and you learned something new! That’s all I want :D
@angelicaamora11 Жыл бұрын
Thank you THANK YOU so much sir for explaining the *why* we use certain things for certain menthods, unlike most tutorial videos that just shows the process and does it with no technical explantion aside from “put this to this” bla bla bla- “it’ll make it look good” Of course, I am still humbly thankful for their time and effort to even make a video and post it to help the public, BUT tutorials like these are the most superior for teaching begginners. It’s always about the fundementals!! Subbed ❤
@Avrelivs_Gold Жыл бұрын
This is a proper video everyone needs to see
@Sane_Mania2 жыл бұрын
Few are the legends amongst us
@text_obj Жыл бұрын
Thank you to save me I was stuck with it for a long time you're video is simple and short great for me
@jackmakmorn3 жыл бұрын
Great explanations for a texture noob like me. While sculpting seems natural all stuff related to textures seemlike kinda weird world to me. Thanks for these quick, straight to the point but not to fast tipps - liked & subscribed.
@vanbyakmuang12462 жыл бұрын
Respect bro
@MMMM-sv1lk4 жыл бұрын
Superb explanation sure learned a couple of things... 👍🎉🎉🎉
@DamianMathew4 жыл бұрын
MMMM that’s awesome!
@pineappleus30313 жыл бұрын
No excessive talk, just straight up how to do shit, thanks dude
@Gametime055777 ай бұрын
Thanks
@azz1998 Жыл бұрын
I like these knind of quick and short videos in which i can find a specific answer to a question I have. I liked this one bc it has all the necessary information shown clearly, although you are going way fast bro. I paused the video like a thousand times in order to follow the process. Im still new at blender tho, so, maybe this is a video meant for more experienced users of blender? idk. Great video bro, thanks a lot.
@darkdoom9072 жыл бұрын
Thanks for the last part, the vram and stuff:)
@bestgamerhd31424 жыл бұрын
Great, I know all the methods presented, but you explain very well how it works(115 subscribers, WTF).
@DamianMathew4 жыл бұрын
Best Gamer HD that’s awesome I’m glad you liked it! Yeah I started making tutorials last week and am posting daily. So I am just starting out.
@Tutterzoid3 жыл бұрын
Excellent concise tutorial :) And that in less than 5 mins :)
@AhmedAlbastaki3 жыл бұрын
best video on displacement, hands down. Thanks alot man!
@sanketvaria97343 жыл бұрын
Blender: can't do too much displacement, no ram! EPIC's UE5: how cute
@waynehawkins6543 жыл бұрын
Nice - thank you Damian
@oluwademiladedaniel2 жыл бұрын
hello, pls is it possible to fully detail a complex form like the uv sphere and then bake the "HEIGHT MAP" to an undetailed sphere...starting from how to even get the height map from the detailed uv sphere
@rudypieplenbosch67523 жыл бұрын
Finally a good and clear explanation thanks man.
@nazirullsafrypaijo56942 жыл бұрын
Thank you for this! Subscribed!
@unclecak77703 жыл бұрын
thanks sir, 1080p quality please :)
@kkadz2 жыл бұрын
Thanks a bunch. The explanation about gpu ram at the end was super interesting. I haven't found anyone talk about.. what makes a good blender computer.. or something. Also, idk if I should render with my gpu or cpu. CPU is better but I did just have to replace my 3800x after 6 months of use so... just thought about that. Hmm, bad batch? /shrug lol
@arkhamrejectscommunitybatr65996 ай бұрын
If I wanted a 3D print a wall showing the texture. Would a differential map be the best way to go about that? Also I don’t care about the color or shading is there a way to turn that off to hopefully allow my computer to not die during this process. I literally just care about the texture
@Bios19438 ай бұрын
Thanks for the video dude. :)
@beyondrealm72552 жыл бұрын
Thank you for explaining the process!!!
@subirdev71512 жыл бұрын
Don’t be afraid, just embrace it.
@muralidharan35633 жыл бұрын
Hello! I'm a new subscriber 😎
@radoslaw02 жыл бұрын
Why i dont have "render" option in subdivision modifier? D:
@markbay9275 Жыл бұрын
Great video. THanks!
@LifeLess1999 Жыл бұрын
is there a way to displace the image and bake it into the image and then use a low poly model to get the same visual without actually having to render the displacement in the final render? Using it in an animation sequence as well.
@user-iz7fh5zm1o2 жыл бұрын
Сan you give a link to these two textures please? Because i can`t go to this link in the video`s description
@kotzikuche78833 жыл бұрын
Appreciated, thanks!
@eztutor8234 жыл бұрын
Super super super useful and clear my friend...Love it, Thanx!!
@DamianMathew4 жыл бұрын
Ez Tutor awesome! I’m glad it helped!
@cakeislouder46342 жыл бұрын
POM is amazing but hard to implement from scratch when a beginner. I'd like to learn how to directly paint height maps on the model using POM as a preview.
@NexVice Жыл бұрын
So what's worst? More Triangles or BUMP Map?
@DamianMathew Жыл бұрын
Depends on the case to be honest. Generally you could say that more triangles are usually bad. Because renders longer and melts your PC. And when sending it’s high mega byte as well.
@danielalvarez7852 жыл бұрын
perfect, straight to the point! thanks!!
@crabbycreates29433 жыл бұрын
Damn! I don't know this stuff! Thank you.
@TheMotionofPictures4 жыл бұрын
This was a really vid useful - thanks :) Clarified a few details for me.
@DamianMathew4 жыл бұрын
Awesome! I am glad I was able to help!
@michaelsokov98373 жыл бұрын
very good optimization with the same result
@baorichard43454 жыл бұрын
So productive! Lol
@DamianMathew4 жыл бұрын
Bao Richard yeah, I am actually super tired in this video, worked a lot today. But I’m trying to keep posting daily.
@rendermech3 жыл бұрын
Great info! Thanks a lot
@gigalux5263 жыл бұрын
Concise and well explained... Thanks!
@64kernel3 жыл бұрын
Thank you sooooo much!
@dpdeapoolgaming2 жыл бұрын
I just want to ask .Can you see the whole or the last one you've made or the Nice tutorialstory in the soft soft(20)and the softs that you have done
@antonioborrelli15303 жыл бұрын
Such a clear and nice explanation, and it was just the thing i was looking for. You have a new sub and keep on doing this, you're awesome! Thank you!
@abhishekprabhu20863 жыл бұрын
Thank You
@memematerial35783 жыл бұрын
Thank you so much sir ♥️♥️♥️🙏
@beyondbirthday90953 жыл бұрын
Can you make a full course of blander answer the question
@chiloyareli Жыл бұрын
hello I try to do the displacement on a height map but it comes out opposite . like instead of a mountain it becomes a hole and it doesnt have a negative input so I can't go the other way. can you help me out please?
@janneautio22162 жыл бұрын
Very useful tutorial! Thank you! But please, do it bit slower. It doesnt help viewer so much if you "just quickly add this modifier and hop on other section to tick this box"
@Danielresantana3 жыл бұрын
thank you very much for the video. I really liked this tutorial
@kazehayakm46624 жыл бұрын
Nice video... 😻 Please make short tutorial video about uv map for sclupting
@DamianMathew4 жыл бұрын
Great idea!
@jackcprime2 жыл бұрын
thank you! super quick and helpful
@0versun03 жыл бұрын
So any way we can use cpu rendering instead. for example on my PC cpu render time is not dramatically higher then rendering on my GTX970 gpu
@yuwish63202 жыл бұрын
"...your PC will just cry and die." Well said.
@dyst15752 жыл бұрын
Thanks a lot, straight to the point ! :D
@optimus6858 Жыл бұрын
The Ending 😂 i thought it was my pc's fault
@jerome_guigue3 жыл бұрын
Very clear and very nice !
@zdtuttauniversity27152 жыл бұрын
Hi Damian, I see that you have the Color Type set to sRGB, I've heard this should be set to Non-Color Data type. But you still got great results.. am I missing something? Cheers, Adrian
@DamianMathew2 жыл бұрын
You are completely right. The correct way is always to use non-color data. On my examples I think it won't make a visual difference, but on Normal Maps it definitely will.
@zdtuttauniversity27152 жыл бұрын
@@DamianMathew Thank you so much for the reply man- I appreciate you. Lots to learn still, but your channel is a god-send!! Best, Adrian
@relaxpinknoise2 жыл бұрын
how come i don't see the displacement tab on material properties??
@PlanetESPYREX3 жыл бұрын
Thanks for the great video! Very clear information
@cubemultimedia26513 жыл бұрын
thank you so much
@stockerman77474 жыл бұрын
this is excellent, thank you. Subbed
@DamianMathew4 жыл бұрын
That’s sick dude!
@ifizs12922 жыл бұрын
I didn't find in setting of material properties: (surface > displacement and bump) !! is there any update ??
@programmingtacticalcode79683 жыл бұрын
What is doing adaptive option in subdivision surface? Can you make tutorial about object and tangent space from normal map explanation actually what is different?
@birdhunterkg2 жыл бұрын
on the third method, can I export it as an .stl? I would like to convert a height map to something I can 3d print or carve on my cnc mill
@DamianMathew2 жыл бұрын
you should use the displacement modifier and add alooot of polys to the object