"The first 500 people to use my link will get a 1 month free trial of Skillshare" skl.sh/default... the original that i like ➟ blenderartists... ❤️ ➟ / cg_matter 🌐 ➟ www.cgmatter.com
Пікірлер: 170
@EdKidgell2 ай бұрын
So. I open blender up, delete the default cube......then what?
@sicfxmusic2 ай бұрын
Then delete default light and then default camera. Finally, delete Blender. Start again.
@Harry-bp2dl2 ай бұрын
Then you add a new cube.
@jay.p3g2 ай бұрын
Simple, he can’t make anymore videos because well….you deleted him :(
@HeadFlyyy2 ай бұрын
then you rewatch the whole tutorial again step by step
@brunocastro45582 ай бұрын
@@sicfxmusic 🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣
@Ghc9022 ай бұрын
he's just using blender to teach you linear algebra
@DefaultCube2 ай бұрын
dont tell them
@monarchblack30042 ай бұрын
@@DefaultCube You better knock that shit off..!
@vextormull2 ай бұрын
It's working!
@IcoreZero2 ай бұрын
DAMNIT ALGEBRA you fooled me once again
@jaym21122 ай бұрын
Couldn’t understand it less than my linear algebra class taught by the nuttiest Ukrainian to ever enter the US. I still don’t know what an eigen value is. Oh, and 20 years of engineering later… I never needed to.
@someloser79912 ай бұрын
Extra tip: use a white noise texture instead of the discrete depth checks - simplifies the number of nodes and gets rid of the stepping, at the cost of looking a bit noisier.
@True-VFX2 ай бұрын
Classic “dithering”. Just bear in mind for anyone that does this, its NOT a blur method. Dithering can mess up displacement and height map outputs.
@004307ec2 ай бұрын
😮 I remember this trick in making good looking refraction.
@conradfalloff9912 ай бұрын
9:05 and _this_ is why I want Repeat Zones in the Shader Editor
@samfellner2 ай бұрын
Im not smart enough to figure out to fix this repetition problem myself, how would you actually do it, without adding all those step nodes manually? This parallax effect is so mindblowing i really want to incorporate it in my work
@Denomote2 ай бұрын
@@samfellner honestly you're better off just using actual displacement instead of doing all this lol this is only useful if you're really serious about cutting down render times
@bifrostbeberast32462 ай бұрын
@@Denomote Only problem I get with render times are volumes and sadly occlusion mapping and parallax are no good there. Pity
@jmalmsten2 ай бұрын
To replicate this with displacement mapping I guess I'd need one triangle per pixel. That scales reaaaasaally fast. A 1K*1K texture would need a million triangles. Multiplying that if the texture repeats. Yeah, sure I probably wouldn't need 1 triangle per pixel in most cases. But even outside of games, realtime backgrounds on volume stages and stuff like that, I would love a more user friendly approach to occlusion mapping, collapsed to a single node. Would save on so much effort. :)
@Venous_fx2 ай бұрын
@@Denomote displacement can really eat up your vram/ram usage and destroy render times. This is really useful. Im thinking theres probably a way to implement using osl, that way you can just use a for loop.
@Kornet7a72 ай бұрын
GOAT of blender still on the block
@peaklander12 ай бұрын
"get it...? BLOCK?"
@iam_abdullah22 ай бұрын
Thanks for motivation. I was planning to delete blender. Now I did it.
@menteirradiante13072 ай бұрын
kkkkkkkk🤣🤣🤣🤣
@SapiensVirtus6 күн бұрын
🤣
@darrennew82112 ай бұрын
I finally understand how parallax occlusion mapping works.
@NekoSamaIru2 ай бұрын
I wanna cry. I understood nothing!! But, I really wanna use parallax occlusion, because my PC isn't strong enough for displacement maps! This was still a very detailed tutorial, so I will probably get it after watching it a few times. It's easier to understand things when I have no choice but to understand them to complete a project.
@PaulBrunt2 ай бұрын
Doesn't that break when you rotate the plain? you need to transform the incoming vector into texture space. ie take the dot product on the incoming vector with normal, tangent and binormal. Although I'm sure you know that, I'm guessing there is a part 2 🙂Be warned the technique doesn't work on curved surfaces anymore, blender clamps the normal so you can't have be pointing into the plane surface, because is messes up eevee next. That caused me such a headache trying to figure out what was wrong!
@DefaultCube2 ай бұрын
yep, just multiply by that matrix - the one i linked in description has that
@cyborgmetropolis76522 ай бұрын
A couple years ago i followed a similar tutorial showing how to make fake windows with rooms behind them. I ended up with a project to build the rooms (with wall decorations, lighting, etc.), which put out a node set, and a shader template to modify with the node set.
@_framehold2 ай бұрын
'the man, the myth, the legend, the mathematical wizard'
@tiavstudio2 ай бұрын
Your ability to teach is phenomenal. Thank you for being an inspiration.
@danialsoozani2 ай бұрын
BEST Parallax Occlusion Tutorial ever!
@sobreaver2 ай бұрын
WHOOAAA !!! But seriously, great tutorial ! Relatively deep subject but well explained, even though we might have to take a few steps back a few times to figure things out correctly, you gave us a precise and concise explanation. I just watch a video on the colour perception of jumping spiders and all to say, it is quite a wonder the things we can manage to do with the information we can manage to perceive :)
@bifrostbeberast32462 ай бұрын
Damn I got the same jumping spider video recommended when I read your comment, lol. KZbin algorithm is so generic.
@littleretrostudios2 ай бұрын
First time I saw Parallax mapping was in F.E.A.R. The decals on damaged walls. It was one of the coolest things to see because it was so much detail for something that use to be a black dot.
@dazecm2 ай бұрын
Great explanation for something I considered sorcery when I saw it used in 3D.
@to.bonnet2 ай бұрын
Men that's just so much you give us. Thanks a lot, have to rewatch it several times to fully get it i think
@Mr-dk1dh2 ай бұрын
This guy is the best blender youtuber
@Gr13fM4ch1n32 ай бұрын
I like how my brain turned off for every single thing except the skillshare ad.
@SportzSwag2 ай бұрын
Hey, I saw that your Blender speed while making animations is very quick and has good quality. What laptop or PC do you use?
@p.m32042 ай бұрын
yeah i'm not doing allat
@bossowl332 ай бұрын
Then why watch the video? Lazy ass.
@user-kt4kh8he7e2 ай бұрын
I was waiting for this video
@mrmunkee2 ай бұрын
Forgot to set normal and roughness to non color instead of sRGB (I assume you know to do that but just forgot in the moment). Normal maps and roughness maps are not displayed correctly when set as sRGB so the rocks at the end look a bit weird. Cool video though, I wish blender just had POM support by default like most game engines where you just plug in a height map.
@theneonbop2 ай бұрын
have you seen anisotropic cone step mapping? I would be surprised if its possible to make in nodes but it is supposed to often be both faster and higher quality. It uses scaled cones centered on each pixel instead of vertical layers, and requires a preprocessing step. There's also nvidia's relaxed cone step mapping which looks similar except it makes the cones intersect the geometry and adds a binary search at the end.
@SirWrender2 ай бұрын
So let me see if I'm understanding this correctly, cuz the difference between parallax mapping and displacement mapping is confusing. Traditional displacement mapping actually displaces the geometry. I'm not sure about Cycles/Eevee, but in Octane Render it's displacing the surface at the render level rather than actually displacing the polygons themselves. That's how you can have high quality displacement with a low poly model. I've always seen this as a great way to get height detail without overloading a scene. It seems parallax mapping seems to imitate displacement mapping without actually displacing anything. Kind of like how bump/normal maps create the illusion of surface detail, but when you look at the edges of the model, it's still smooth and flat. It seems this parallax method would similarly break down when you're looking along the tangent of a surface. I'd imagine it's less computationally expensive though, so it'd render way faster. Interesting. Nice tutorial!
@akolyadin2 ай бұрын
First thing popping to mind: convert the height map into something akin to 3d SDF, which will optimise the amount of steps needed for each fragment as well as accuracy.
@AyushBakshi2 ай бұрын
This madlad got 'i can remap your life' kind of energy
@piewars123452 ай бұрын
Further proof that Crytek is made up of a bunch of wizards
@vectorhunter46592 ай бұрын
this method has some limitations but can work for some cases is enough, thanks for sharing
@nicholaskuebelbeck71842 ай бұрын
So Enjoyable
@InfinitySiam2 ай бұрын
oh finally a great quality tutorial! I am joking you are the best.
@6amsunset_2 ай бұрын
i got whiplash at 9:04
@ProjectHelisexuality2 ай бұрын
I totally got everything covered here!
@CloudColumncat2 ай бұрын
It made my head hurt but it was well worth it, the longest thing for me here was the 7 hours I invested in Zbrush to create that texture lol
@bUildYT2 ай бұрын
damnn thats like octane ggs dude!
@gifdapif2 ай бұрын
Once again, blow my mind
@bhuvaneshwaranm57982 ай бұрын
I really want fragment shader kinda setup in blender. So then I can for loop through all the iteration easily.
@betwixedxen76482 ай бұрын
We really need the ability to loop like geometry nodes in n shader nodes, that and pass a texture parameter into a node group Bravo
@DJ_Narcan2 ай бұрын
Thanks for posting this! That forum is a wealth of knowledge
@MateHomolya2 ай бұрын
You could say this is like a ray marching algorithm but with Blender geometry nodes
@TheVigore2 ай бұрын
It looks kinda wonderful, but I have serious concerns about how much longer the render will become with a setup like that. If only it was a sort of - low level processor instruction node...
@ariandesign39812 ай бұрын
Wow, amazing stuff! Thanks a lot for sharing it! A big ciao from Italy and Long life to Blender! :)
@electronicinfection2 ай бұрын
Can youy do some Unreal Engine content? UE is free to use and extremely powerful but it lacks proper tutorials and you Sir are a godsend for Blender. DO it for UE too. Give it a try and help us Blender boys understand Unreal Engine. Thanks!
@dubblesnup44572 ай бұрын
it doesn't lack proper tutorials. ben cloward is a great channel for unreal engine materials if you want to dive deeper there.
@electronicinfection2 ай бұрын
@@dubblesnup4457 Thanks.
@martinconstable59112 ай бұрын
You are a god who walks among us.
@thecwd89192 ай бұрын
I wonder if you could do a binary search instead of buckets I dont know blender well so I cant say, but it would help mitigate the blockiness
@janvandertoorn2 ай бұрын
Must say this is quite genius! amazing thnx
@onjofilms2 ай бұрын
For those that want to listen to this normal speed, change to .75 playback.
@digital07852 ай бұрын
big heart for jordy
@anshbhilare9565Ай бұрын
Only if there was a way to get pixel depth offset too, it would be perfect
@elchampion46582 ай бұрын
instead of doing the "drill check" wouldn't a binary search be better, so start at 0.5 then go half the way in the direction that it hints?
@hanzi18012 ай бұрын
okay so, whats the actual use? saves performace?
@sarodesh2 ай бұрын
Bro you're a genius
@bennyweimer23452 ай бұрын
I have tried to do this well so many times in blender
@GUMMY_MKII2 ай бұрын
Amazing man, I crave node shenanigans
@astedroid2 ай бұрын
This is the equivalent to "Yeah, Im a visual learner" in math class wthen learning about vectors
@BonkBonkad2 ай бұрын
Finally you upgraded the tutorial..
@jmalmsten2 ай бұрын
Looks great... Now... Is there a plugin that gives me that with a single node? 😅 I mean, if that node tree works for any plane. Then it should be collapsible for ease of use and minimizing any risks of user error? Also. Doing that operation 20 times makes me wonder, is there no way to do for-loops in blender?
@autonk62172 ай бұрын
omg omg omg omg tysm tysm tysm tysm
@GANXY2 ай бұрын
Very cool technique!
@Shellnanigans2 ай бұрын
thank you!
@fjfixkdnhc2 ай бұрын
This is nice, thank you
@givowo2 ай бұрын
Man a loop would be nice in nodes
@tusher232 ай бұрын
😅 One breathe at a time, Thanks a lot saviour!! 🎉
@wsg12312 ай бұрын
funny for me it's heavier to use displacement texture as for using this method Is it just because displacement uses experimental subdev?
@tobiashagstrom416821 күн бұрын
There is a lot of talk about Z-axis coordinates here, does that mean this only works this way on surfaces that are flat horizontal?
@vagneralmada78042 ай бұрын
In 8:36 he did not connect the 0.8, he jumped from .6 to 1 in the comparations
@004307ec2 ай бұрын
❤nice tutorial!
@drokolesko122 ай бұрын
Awesome as always, man!
@bonecoseoutrascoisas-leiri11312 ай бұрын
great! Thank you!
@MirceaKitsune2 ай бұрын
I use Blender for ages and never checked if this is possible. Granted the setup is too complex for something I'd use normally: Would be great if this was builtin!
@kelajuan_2 ай бұрын
How to add more than one POM texture in a blend file, since multiple materials share the same height map group?
@khaban2 ай бұрын
One question: Do you speed up your videos?
@JasonKey3D2 ай бұрын
nice explanation, thanks 🙏
@anthonyzornig2 ай бұрын
Thx for sharing!
@sebo1022 ай бұрын
Blender devs ask bro how blender works
@gamingx160712 ай бұрын
I literally discovered this one week ago
@thomas77262 күн бұрын
😮 Why use bump or normal map insted this parallax?
@helloruler-tests80452 ай бұрын
this is delicious
@iKaGe012 ай бұрын
I understand why it works but no way could I figure out why you would so it the way you do it and with which nodes etc on my own haha
@Danger_N00dle2 ай бұрын
Doing stuff in steps like this seems weird. I think we need the node equivalent of Calculus.
@_BeKind2 ай бұрын
Is there a way of blurring the edges of an image texture into eachother to make a short fake seemless texture with nodes? Might be a cool experiment
@worry741472 ай бұрын
Thank you very much :D
@FerGalicia2 ай бұрын
Bravo sir!
@joshualegallais5132 ай бұрын
That was amazing
@lovergun43602 ай бұрын
uhh.. im sorry i cant understand the what is 'depth' group node?? how make that?
@TheTurt1e92 ай бұрын
I’ve spent some time trying to use this technique to represent windows of a building similar to the ones in the Spider-Man games. Any ideas pointers you’d be able to share?
@huseyinpehlivan60722 ай бұрын
Okey thats nice but how can we writing this data to depth buffer
@quanke08012 ай бұрын
Doing loops in blender node editor is a nightmare. We have osl script node available but then lose the ability to run on GPU 😅
@deloeste332 ай бұрын
I'm following the steps until 6:52 when suddenly appeared a group called Depth, and I'm not sure how that was created. Help!
@Levi-samaa2 ай бұрын
Does it affect render time instead of using hight map with lot of gemoetry?
@chinonsopromise49622 ай бұрын
I only understood the skillshare ad😢😢
@PCgmesforever2 ай бұрын
Really cool. It got me wondering tho. Could we get rid of the "layered" effect somehow ? Like calculating what the normal should be in-between based on previous plans next layer ?
@edwardevans14982 ай бұрын
that's what parallax occlusion mapping does, it's also a difference between POM and Steep parallax mapping, I'm not sure if he implemented this
@conrad60712 ай бұрын
we really need loop nodes in blender shader editor
@MrMoon-hy6pn2 ай бұрын
Also a way to supply a texture for a node group without having to duplicate and faff around inside if it has a texture dependency. I think a sampling node would be super handy, basically it would act like the current texture node but allow a user to input any texture to a socket. Splitting the job of the texture node in two. It would enable a more user friendly interface, and allow for advanced coordinate manipulation. I doubt it’ll happen but I can dream. I also want a proper way to get per light information into a material for better npr shaders. Shader to rgb works but it’s limited and pretty clunky. That’s a whole nother can of worms though.
@epicjonny155Ай бұрын
can you try to release a blend file of the node?
@coder0xff2 ай бұрын
Ray marching shader next?
@MinkSquared2 ай бұрын
So this is basically shell texturing
@infectioussneeze90992 ай бұрын
so you've achieved POM, now how about PDO with shadows so it interacts with other objects and not look flat uppon intersection?
@edwardevans14982 ай бұрын
self shadows should be possible but I don't think you can have correct shadows from other objects without depth offset
@iceseicАй бұрын
tried it years ago, but its not that usefull due to the layer line effect happening
@fiveoneecho2 ай бұрын
I’m not sure why I didn’t realize POM is just fancy shell meshing until now…