Understanding Texture Coordinates - Getting Started with Blender Nodes

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Erindale

Erindale

Күн бұрын

Пікірлер: 126
@gottagowork
@gottagowork 4 жыл бұрын
Geometry normal and Texture normal is not the same. One reflects world normal and the other reflects object normal. Reflection coords can be used with environment mapping to create lookup "fake" reflections. Object coords can be used with an external object as basis but is unaffected by modifiers. Generated coords can be controlled with texture scale property and will be affected by some modifiers. Could have used vector/modulo and vector/fraction to describe how they both react to negative coords, sometimes important. Incoming normal is great for refraction, allows blurred refraction on thin walled surfaces without bending light infinitely. Very true, some are not useful for texture coordinate but for masking purposes. Note that UVs doesn't have to be strictly for texture coordinates, it's just two data channels you can use for whatever you need.
@Erindale
@Erindale 4 жыл бұрын
Thanks for commenting! I've pinned this so hopefully people read it through! I meant to make a note about geometry normal not looking at object rotation when I was editing but I totally forgot! Using empties to drive object coordinates is a really useful texturing method (I use it a lot for applying decals). I should have mentioned that and the Use Instancer tickbox that lets instanced objects adopt the UV map of the base mesh. Definitely important about the modifiers effecting some of these too!
@holoona7906
@holoona7906 3 жыл бұрын
so geometry normal reflects world normal?
@maximumcustoms2482
@maximumcustoms2482 4 жыл бұрын
I think you might be the only person on youtube to finally explain this in detail (as far as I know), so thank you.
@Erindale
@Erindale 4 жыл бұрын
You're very welcome mate
@aradarvid1750
@aradarvid1750 4 ай бұрын
It is The Best one still in 2024
@retromograph3893
@retromograph3893 4 жыл бұрын
Why are you the first person who actually managed to clearly and simply explain this on KZbin? .............. i've been scratching my head for months about how this all works, now i geddit ........ many thanks!
@Erindale
@Erindale 4 жыл бұрын
Thank you for saying so! I'm glad it's making sense
@Just3DThings
@Just3DThings 4 жыл бұрын
One of the most comprehensive Tutorial. Amazing work Erin
@Erindale
@Erindale 4 жыл бұрын
Thank you so much!
@MumTheWeiser
@MumTheWeiser 4 жыл бұрын
this is far and away my favorite tutorial series. everything is explained really well and easy to follow. and it makes me want to play around in blender even more. thanks for making these
@Erindale
@Erindale 4 жыл бұрын
Thank you so much! Thank you for saying so I'm glad! They're fun to make
@chamarasilva7700
@chamarasilva7700 2 жыл бұрын
Hi, great explanation. This is the only tutorial I found that explains the coordinate system fully. Can you make a follow-up tutorial giving an example use case for each of these coordinate systems? Thanks again.
@vstreet7583
@vstreet7583 4 жыл бұрын
THANK YOU Erindale! I have watched a lot of Blender tutorials during the last 18 months. This is by far the best I have seen. A very concise, clear, understandable, explanation of texture coordinates. Until now, I have never really fully understood all of the options. Now I do. Looking forward to watching more from you. Thank you so much for sharing your knowledge. THANK YOU! Dg
@Erindale
@Erindale 4 жыл бұрын
Thank you so much! I really appreciate you saying so!
@adamzackheim3193
@adamzackheim3193 2 жыл бұрын
Great in depth yet simple explanation! Helped me distribute my texture over multiple object and still keep the same size.
@maxkipchumba7604
@maxkipchumba7604 3 жыл бұрын
Straight to the point and very comprehensive. May God bless you mahn
@Erindale
@Erindale 3 жыл бұрын
Thanks 😁
@harald_schubert
@harald_schubert 4 жыл бұрын
Oh my god now I understand it thank you so much. If it weren’t for blendernest I wouldn’t of found your channel. Thank you
@Erindale
@Erindale 4 жыл бұрын
I'm glad! I'll definitely get on some more chats with them in the future!
@ladybird9885
@ladybird9885 3 жыл бұрын
i've looking for this for couple of days, really helpful!
@Erindale
@Erindale 3 жыл бұрын
Glad it's useful!
@PauloSamurai
@PauloSamurai 4 жыл бұрын
Camera coordinates are crazy!!! Great tutorial! thanks a lot!
@Erindale
@Erindale 4 жыл бұрын
Thanks so much
@kingdomsaa
@kingdomsaa 4 жыл бұрын
my man ,I swear i was thinking about the differences between 3 nodes yesterday thank you erin
@Erindale
@Erindale 4 жыл бұрын
Glad it's been helpful! It took me way too long to get around to understanding this stuff!
@andreyserov4636
@andreyserov4636 3 жыл бұрын
thank you for this ultimate explanation. Expecially for the idea of using "volume" to visualize the coordinates:)
@mirko124
@mirko124 3 жыл бұрын
Thank you very much, Erindale! One thing I do not understand: Having the "generated" output uses the bounding box as reference. But still, when moving the entire mesh in edit mode, the colors change, although the bounding box remains exactly the same.
@mohkh2267
@mohkh2267 4 жыл бұрын
Great detailed explanation , the coding level of Blender . I hope to see such explanation with other complicated subjects like Rigging .
@Erindale
@Erindale 4 жыл бұрын
Thank you! There are some amazing tutorial makers creating specific content at the moment! It's a great time for the community!
@ΑλέξηςΜιχαήλ-ι5π
@ΑλέξηςΜιχαήλ-ι5π 3 жыл бұрын
an excellent tutorial, thanks for making it so technical and easy to understand
@Erindale
@Erindale 3 жыл бұрын
Thank you! I'm glad it's useful!
@iamthechildofgod3300
@iamthechildofgod3300 Жыл бұрын
one of the best tutorials THANKS and appreciate it, God bless you
@Erindale
@Erindale Жыл бұрын
Thank you!
@rossimitosis
@rossimitosis 3 жыл бұрын
Much grateful for this video, dude.
@Erindale
@Erindale 3 жыл бұрын
Great to hear! Thanks!
@captaincrispy2184
@captaincrispy2184 3 жыл бұрын
Erin, what is your relationship with the universe and why exactly did it decide to bless us with you?
@XuhanQian
@XuhanQian Жыл бұрын
such a nice-explained tutorial ! Really appreciate your work
@Erindale
@Erindale Жыл бұрын
Thank you!
@luzid.vision
@luzid.vision 7 ай бұрын
Great overview! I'm curious tho, why is your cube so sharp? My principled volume cube is all jagged, esp when moving my view in the viewport, like at @4:50 .
@Erindale
@Erindale 7 ай бұрын
I set my volume density as high as possible in the render properties tab
@kasali2739
@kasali2739 2 жыл бұрын
very nice explained. Could you make tutorial how to create something like "flood fill" (from Substance Designer) in Blender?
@sleeve-tv
@sleeve-tv 3 жыл бұрын
I love this video, such a great explanation! THANK YOU
@procrastinator24
@procrastinator24 9 ай бұрын
great video, thank you! I kind of wished you would have gone into a bit more detail on the pointiness node. Having said that this video greatly helped me understand and gives me the information to play around with pointiness myself and figure it out, so great thanks!
@mauriceshapero7200
@mauriceshapero7200 2 жыл бұрын
A really informative video - Thank you Erin. Have you got a video at a more basic level? Is the texture space, when you unwrap always 1m square? And you can change texel density or texture scale to determine the resolution - per meter square?
@Erindale
@Erindale 2 жыл бұрын
Hi Maurice! It's not always 1m when unwrapped, that's just dependant on the size of the texture and how the mesh has been unwrapped. You can always adjust this with a mapping node to scale it. If you want a good solution that might feel a bit more like Twinmotion then you might want triplanar/box mapping. In this case use an Input> Geometry node and take the position socket (this is world space where 1m = 1m) and plug this into your image texture vector. Then on the image texture you can set the mapping from Flat, to Box. Now you'll get a triplanar mapping based on world space. You can always add a mapping node between them to adjust as per your texture requirements
@mauriceshapero7200
@mauriceshapero7200 2 жыл бұрын
@@Erindale Thanks Erin. I think that's what I've been doing? I unwrap using 'Cube Projection'. It appears to always come out at a 1m on the mesh? I've been using a Texture Coordinate node, but your Geometry node seems easier to understand!
@مصطفیحسینی-خ2د
@مصطفیحسینی-خ2د 2 жыл бұрын
god of blender
@DangitDigital
@DangitDigital 4 жыл бұрын
This is fantastically helpful. Thank you!
@Erindale
@Erindale 4 жыл бұрын
I'm glad to hear that, thank you!
@aux_anges
@aux_anges 3 жыл бұрын
Hold on, you're that guy from Twitter *and* the 2.93 splash screen guy? I hadn't touched Blender in a year, came back for 2.93 just because the splash screen was so pretty. Well done :)
@Erindale
@Erindale 3 жыл бұрын
Hah yes that's me! I'm glad it got you back into it! Stay creative buddy
@rsher_digital-art
@rsher_digital-art 4 жыл бұрын
can you refer an in depth explanation for Understanding when to use the different Texture Coordinate node inputs especially the normal, camera ,window, reflection. Amazing presentation, Deep and wide! -thank you.
@Erindale
@Erindale 4 жыл бұрын
Hm I'm not sure I know any specific resources for it but normal is mainly for procedurally affecting the surface normals and also I use it for masking a lot (taking grass away from sheer surfaces for example). Camera, window and reflection are really useful but mainly used in more complex setups like parallax occlusion mapping or raymarching along with the view dependent sockets on the geometry node (like incoming). Those sockets used to be used more for doing world shaders to correctly map hdris but you can just do spherical mapping for that anyway and the Environment Texture we have now does it automatically. They're all really useful sockets though so do play with them. You can get some really nice non-photoreal (NPR) styles from using them
@papeleriabianco
@papeleriabianco 3 жыл бұрын
great video Erin, one suggestion, wouldnt be better having this video in the beggining of the series?
@Erindale
@Erindale 3 жыл бұрын
Quite possibly! Although it's good for people to get some context before they get into theory like this. It might go over people's head if they haven't used the coordinates for anything yet
@Yassir.A.P.
@Yassir.A.P. 3 жыл бұрын
Hey, huge thanks for the explanation! One request from me: please turn on the automatic subtitle/CC option on your videos.
@Erindale
@Erindale 3 жыл бұрын
Thanks! Automatic subtitles should be enabled already. I just tested and the option should be available
@victorcelis2442
@victorcelis2442 4 жыл бұрын
Great Tutorial! Any info on the "Object" dropper? or the "From Instancer" checkbox?
@Erindale
@Erindale 4 жыл бұрын
I definitely should have mentioned these! The object dropper allows you to pick a different object to be the origin of your object coordinates. If you use something like an empty it's going to let you position decals, rust stains etc more manually. Super useful! The "From Instancer" check box is for when you're using instances. This just means that you can put an object on every vertex or face of another object. The From Instancer let's you use the UV map from the Instancer rather than each small instance of an object having it's own small UV map. It's not something you need to worry about unless you are instancing though!
@somerandomguy1373
@somerandomguy1373 4 жыл бұрын
Incredible explanation.. your new fan :)
@kishore8053
@kishore8053 6 ай бұрын
Erin, I am new to procedural texturing. I am getting more knowledge about the texture coordinate and the overall workflow of the texturing process (thanks to you for that) but I am having some troubles in understanding the math nodes like combining them to get what we want it's being hard to figure , especially making pattern is hard. So could you suggest me some ways to learn math node related things ( should I need to learn vector algebra or is there anyway to get mathematical equations for every patterns ) , share you thoughts on this !
@Erindale
@Erindale 6 ай бұрын
I’d just practice building patterns in shaders to build that vocabulary
@interdimensionalsailboat
@interdimensionalsailboat 2 жыл бұрын
Im going to have to watch this again probably.
@memematerial3578
@memematerial3578 3 жыл бұрын
Thank u so much sir ♥️🙏
@jonathanhutchinson5649
@jonathanhutchinson5649 4 жыл бұрын
Could you use random per island to quickly bake an ID map? I’ve seen people do some really sub optimal workarounds in that area.
@Erindale
@Erindale 4 жыл бұрын
For masking in post? You certainly could! I would use a random per island plugged into a white noise node and take the colour output for the ID Map. You should get clearer differentiation that way. If you mean so you can texture specific mesh Islands independently, there's also a solution for that using the gate idea we made in episode 2 and random per island with 4D white noise so you can change the seed until you get a different texture slot for each Island! Definitely a work around but if you do want things in the same material then it works!
@jonathanhutchinson5649
@jonathanhutchinson5649 4 жыл бұрын
Erindale yeah in post for colour changing amongst other things. Although maybe there’d still be manual effort for the index. I’ve only glossed over the possibilities in compositing, as it’s new to me.
@michaelgraphic7799
@michaelgraphic7799 4 жыл бұрын
sir can you make a tutorial about node how to use n when to use....a detail about it..
@Erindale
@Erindale 4 жыл бұрын
About which node?
@anilaxsus6376
@anilaxsus6376 4 жыл бұрын
i am using the your principled volume shader like you, but the edges of my cube are fuzzy and smokey, i want them to be straight and smooth.
@Erindale
@Erindale 4 жыл бұрын
I'm using Cycles here. If you want something similar with Eevee then you need to reduce the Tile Size under the Volumetric settings on the Render Tab to 2px and increase the samples to 256!
@StupidFatHobbitss
@StupidFatHobbitss 4 жыл бұрын
Very good, thank you.
@Erindale
@Erindale 4 жыл бұрын
Thanks so much!
@JeraWolfe
@JeraWolfe 3 жыл бұрын
I have one question, how do you get it to show the colors like you were using? I can't get it to do that. I must be missing something, a setting or other. As to the quality of your video and the depth of your tutorial. You are a GODSEND when it comes to this subject. This was the most in depth, thorough, clear, and elegant tutorial on Texture coordinates that I have found, and if I had watched this two days ago, I would have saved hours of work. As it stands, you just saved me days more of scratching my head. You have my love and respect, total hero. Gonna check out your other vids. Thank you!
@Erindale
@Erindale 3 жыл бұрын
I use the node wrangler add-on which lets me ctrl+shift+left click to view sockets. I think I also use a Principled Volume shader with the density cranked up so illustrate the coordinates in 3D! Glad it was a useful video! Not the sexiest topic but good foundations to have
@JeraWolfe
@JeraWolfe 3 жыл бұрын
@@Erindale I got it! You're my hero, all my love and respect, and I look forward to the next tutorial! Lets get stuck in!
@nomarperez6287
@nomarperez6287 3 жыл бұрын
Thanks for explaining this.
@Nyubug
@Nyubug 2 жыл бұрын
Wow ty so much for this tutorial!
@Han-bk8un
@Han-bk8un 2 жыл бұрын
Hi, great work dude!!! really appreciate your work it helps me alot, but I still don't get it about the reflection part, I've tried to think with theta concept you mentioned in your video but it still confused me because every time I projected the theta concept into each surface it's not like what it should be, like when the one surface goes reflected like the theta concept you mentioned but the other doesn't, may you elaborate it in the more specific concept about reflection, or is there anything you can recomend to me to more understand reflection? thank you
@Erindale
@Erindale 2 жыл бұрын
The documentation only says: "Reflection Uses the direction of the reflection vector as coordinates. This is useful for adding reflection maps. You will need this input when using environment maps." Perhaps you're having issues with non-normalised vectors? Or perhaps you need to look into the vector transform node to change the vector space? I'm not sure what it is that you're doing there to test it
@Han-bk8un
@Han-bk8un 2 жыл бұрын
@@Erindale owh I just want to more understanding how reflection is works, anyway thank you for the explanation, I was understood now how reflection is works
@EfraimdeJesusAldazabaIsidro
@EfraimdeJesusAldazabaIsidro 4 жыл бұрын
Please I need your help, my project has a "separate xyz" in the viewport and render i can see it, but when i sent the file to my boss, it doesn´t appear, do yo know why?
@Erindale
@Erindale 4 жыл бұрын
I'm not sure I understand the question. Do you mean that the material is changing between your computer and theirs? Are they definitely looking at the right material?
@EfraimdeJesusAldazabaIsidro
@EfraimdeJesusAldazabaIsidro 4 жыл бұрын
@@Erindale yes, i don´t know why in my computer i see the variation of tones in z, but when my boss run it in his computer, only appears in one tone without variation, even it is the same thing when i try to export the same object in my computer, it only appears in one color
@issolomissolom3589
@issolomissolom3589 2 жыл бұрын
Thank you for your awesome video , u cleared up alot of question
@dawidwizor7205
@dawidwizor7205 4 жыл бұрын
Hey Erin, i have one question about nodes. After using Greater/Less than, Compare etc nodes, u getting ifinite sharp black to white transition. Is there a way to get back gradients after using these nodes?
@Erindale
@Erindale 4 жыл бұрын
The output of those nodes is binary so they're not able to go backwards but you can use them to control data. Nodes are great for non-linear workflows so you can always pull the gradients from earlier on in the tree!
@dawidwizor7205
@dawidwizor7205 4 жыл бұрын
@@Erindale Yeah, but not every case or at least it requires more effort than using compare node for example, i dont even know how to reproduce this node :D
@seanmurray170
@seanmurray170 2 жыл бұрын
What's going on with that viewer node above the material output? I can't find it in blender's nodes, just AOV output and Material output.
@Erindale
@Erindale 2 жыл бұрын
It's just an emission node. Make sure you have the node wrangler add-on enabled in your preferences and then you can just ctrl+shift+left click on a node to preview its output
@hillaryswieca6676
@hillaryswieca6676 3 жыл бұрын
how did you get the viewer node @2:44
@Erindale
@Erindale 3 жыл бұрын
Enable the Node Wrangler add-on and it gives you a bunch of useful shortcuts. I think viewer is ctrl+shift+left click
@JavohirArchitect
@JavohirArchitect 2 жыл бұрын
Thank you bro!!!
@Erindale
@Erindale 2 жыл бұрын
Glad it's useful!
@3dart774
@3dart774 2 жыл бұрын
Hi, How can I get a small circle texture on cube texture when a sphere is near the cube or touching it ? Please.
@Erindale
@Erindale 2 жыл бұрын
On the cube's shader you could use object coordinates with the sphere picked as the object and the plug that into a vector math length and then plug that into a math greater than.
@3dart774
@3dart774 2 жыл бұрын
@@Erindale it's work pretty fine but what if it's a cube and not a sphere ?
@Erindale
@Erindale 2 жыл бұрын
So you want the shape of the object? You could use geometry nodes with either proximity or raycast
@3dart774
@3dart774 2 жыл бұрын
@@Erindale Waouh thanks ! but how please ^^
@Wzxxx
@Wzxxx 4 жыл бұрын
Perfectly explained. Like no one before. Having knowledge is one part but have a skill to teach is other thing. These drawings during explanation are very useful. Thx.
@Erindale
@Erindale 4 жыл бұрын
Thanks so much! I'm really glad it's helpful!
@PixeLabor
@PixeLabor 2 жыл бұрын
Great video
@warkah7557
@warkah7557 3 жыл бұрын
How did you even learn all these?
@bleve97
@bleve97 4 жыл бұрын
Hey, thank you so much for this, it's helped me a lot.
@Erindale
@Erindale 4 жыл бұрын
Thank you! I'm glad to hear that!!
@eyescreamcake
@eyescreamcake 4 жыл бұрын
Now I get it.
@krishnaparmar464
@krishnaparmar464 3 жыл бұрын
i was not able to understand. Please Help
@Erindale
@Erindale 3 жыл бұрын
Maybe spend some time making shaders and then come back to this and it'll make more sense once you have some more context!
@Adhithya2003
@Adhithya2003 4 жыл бұрын
Sir could you talk some what louder. No offense love ur channel
@tyz367
@tyz367 3 жыл бұрын
Great tutorial. It is annoying that the official doc doesn't tell you what the mathematical function a node represents.
@Erindale
@Erindale 3 жыл бұрын
Yeah I had to do some digging through source code. The Krita documentation does have them all though!
@TheDeepDiveOriginal
@TheDeepDiveOriginal 4 жыл бұрын
Have you ever tried working with substance designer? If not, you should :)
@Erindale
@Erindale 4 жыл бұрын
I have not! I would like to give it a go some time! It looks like fun to develop materials with!
@TheDeepDiveOriginal
@TheDeepDiveOriginal 4 жыл бұрын
@@Erindale You definitely should. A funny thing - this video of yours is like the best possible intro to SD you can find on youtube... :)
@PrinceWesterburg
@PrinceWesterburg Жыл бұрын
Its much easier to follow someone who hasn't edited all the gaps and pauses out of their spoken English
@Erindale
@Erindale Жыл бұрын
Yeah I have an editor now so the new ones are more doable 😅
@KristerNielsen
@KristerNielsen 2 жыл бұрын
Complicated for a beginner, but important
@doublebeefstew
@doublebeefstew 3 жыл бұрын
Great content but your voice is too quiet. As a non native english speaker im having a hard time making out your words 😅
@Mandaoxunhang
@Mandaoxunhang 7 ай бұрын
Your content is good but it is pretty annoying that your voice sometimes too fast and too slight, makes me think you intended to make people feel difficult to learn you r content.
@Erindale
@Erindale 6 ай бұрын
I’m sorry that you don’t like my delivery. it is just the way that I speak rather than me intentionally trying to undermine the lesson
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