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.
@Erindale4 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!
@holoona79063 жыл бұрын
so geometry normal reflects world normal?
@maximumcustoms24824 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.
@Erindale4 жыл бұрын
You're very welcome mate
@aradarvid17504 ай бұрын
It is The Best one still in 2024
@retromograph38934 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!
@Erindale4 жыл бұрын
Thank you for saying so! I'm glad it's making sense
@Just3DThings4 жыл бұрын
One of the most comprehensive Tutorial. Amazing work Erin
@Erindale4 жыл бұрын
Thank you so much!
@MumTheWeiser4 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
@Erindale4 жыл бұрын
Thank you so much! Thank you for saying so I'm glad! They're fun to make
@chamarasilva77002 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.
@vstreet75834 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
@Erindale4 жыл бұрын
Thank you so much! I really appreciate you saying so!
@adamzackheim31932 жыл бұрын
Great in depth yet simple explanation! Helped me distribute my texture over multiple object and still keep the same size.
@maxkipchumba76043 жыл бұрын
Straight to the point and very comprehensive. May God bless you mahn
@Erindale3 жыл бұрын
Thanks 😁
@harald_schubert4 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
@Erindale4 жыл бұрын
I'm glad! I'll definitely get on some more chats with them in the future!
@ladybird98853 жыл бұрын
i've looking for this for couple of days, really helpful!
@Erindale3 жыл бұрын
Glad it's useful!
@PauloSamurai4 жыл бұрын
Camera coordinates are crazy!!! Great tutorial! thanks a lot!
@Erindale4 жыл бұрын
Thanks so much
@kingdomsaa4 жыл бұрын
my man ,I swear i was thinking about the differences between 3 nodes yesterday thank you erin
@Erindale4 жыл бұрын
Glad it's been helpful! It took me way too long to get around to understanding this stuff!
@andreyserov46363 жыл бұрын
thank you for this ultimate explanation. Expecially for the idea of using "volume" to visualize the coordinates:)
@mirko1243 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.
@mohkh22674 жыл бұрын
Great detailed explanation , the coding level of Blender . I hope to see such explanation with other complicated subjects like Rigging .
@Erindale4 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-ι5π3 жыл бұрын
an excellent tutorial, thanks for making it so technical and easy to understand
@Erindale3 жыл бұрын
Thank you! I'm glad it's useful!
@iamthechildofgod3300 Жыл бұрын
one of the best tutorials THANKS and appreciate it, God bless you
@Erindale Жыл бұрын
Thank you!
@rossimitosis3 жыл бұрын
Much grateful for this video, dude.
@Erindale3 жыл бұрын
Great to hear! Thanks!
@captaincrispy21843 жыл бұрын
Erin, what is your relationship with the universe and why exactly did it decide to bless us with you?
@XuhanQian Жыл бұрын
such a nice-explained tutorial ! Really appreciate your work
@Erindale Жыл бұрын
Thank you!
@luzid.vision7 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 .
@Erindale7 ай бұрын
I set my volume density as high as possible in the render properties tab
@kasali27392 жыл бұрын
very nice explained. Could you make tutorial how to create something like "flood fill" (from Substance Designer) in Blender?
@sleeve-tv3 жыл бұрын
I love this video, such a great explanation! THANK YOU
@procrastinator249 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!
@mauriceshapero72002 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?
@Erindale2 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
@mauriceshapero72002 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-خ2د2 жыл бұрын
god of blender
@DangitDigital4 жыл бұрын
This is fantastically helpful. Thank you!
@Erindale4 жыл бұрын
I'm glad to hear that, thank you!
@aux_anges3 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 :)
@Erindale3 жыл бұрын
Hah yes that's me! I'm glad it got you back into it! Stay creative buddy
@rsher_digital-art4 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.
@Erindale4 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
@papeleriabianco3 жыл бұрын
great video Erin, one suggestion, wouldnt be better having this video in the beggining of the series?
@Erindale3 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.3 жыл бұрын
Hey, huge thanks for the explanation! One request from me: please turn on the automatic subtitle/CC option on your videos.
@Erindale3 жыл бұрын
Thanks! Automatic subtitles should be enabled already. I just tested and the option should be available
@victorcelis24424 жыл бұрын
Great Tutorial! Any info on the "Object" dropper? or the "From Instancer" checkbox?
@Erindale4 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!
@somerandomguy13734 жыл бұрын
Incredible explanation.. your new fan :)
@kishore80536 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 !
@Erindale6 ай бұрын
I’d just practice building patterns in shaders to build that vocabulary
@interdimensionalsailboat2 жыл бұрын
Im going to have to watch this again probably.
@memematerial35783 жыл бұрын
Thank u so much sir ♥️🙏
@jonathanhutchinson56494 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.
@Erindale4 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!
@jonathanhutchinson56494 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.
@michaelgraphic77994 жыл бұрын
sir can you make a tutorial about node how to use n when to use....a detail about it..
@Erindale4 жыл бұрын
About which node?
@anilaxsus63764 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.
@Erindale4 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!
@StupidFatHobbitss4 жыл бұрын
Very good, thank you.
@Erindale4 жыл бұрын
Thanks so much!
@JeraWolfe3 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!
@Erindale3 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
@JeraWolfe3 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!
@nomarperez62873 жыл бұрын
Thanks for explaining this.
@Nyubug2 жыл бұрын
Wow ty so much for this tutorial!
@Han-bk8un2 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
@Erindale2 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-bk8un2 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
@EfraimdeJesusAldazabaIsidro4 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?
@Erindale4 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?
@EfraimdeJesusAldazabaIsidro4 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
@issolomissolom35892 жыл бұрын
Thank you for your awesome video , u cleared up alot of question
@dawidwizor72054 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?
@Erindale4 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!
@dawidwizor72054 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
@seanmurray1702 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.
@Erindale2 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
@hillaryswieca66763 жыл бұрын
how did you get the viewer node @2:44
@Erindale3 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
@JavohirArchitect2 жыл бұрын
Thank you bro!!!
@Erindale2 жыл бұрын
Glad it's useful!
@3dart7742 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.
@Erindale2 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.
@3dart7742 жыл бұрын
@@Erindale it's work pretty fine but what if it's a cube and not a sphere ?
@Erindale2 жыл бұрын
So you want the shape of the object? You could use geometry nodes with either proximity or raycast
@3dart7742 жыл бұрын
@@Erindale Waouh thanks ! but how please ^^
@Wzxxx4 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.
@Erindale4 жыл бұрын
Thanks so much! I'm really glad it's helpful!
@PixeLabor2 жыл бұрын
Great video
@warkah75573 жыл бұрын
How did you even learn all these?
@bleve974 жыл бұрын
Hey, thank you so much for this, it's helped me a lot.
@Erindale4 жыл бұрын
Thank you! I'm glad to hear that!!
@eyescreamcake4 жыл бұрын
Now I get it.
@krishnaparmar4643 жыл бұрын
i was not able to understand. Please Help
@Erindale3 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!
@Adhithya20034 жыл бұрын
Sir could you talk some what louder. No offense love ur channel
@tyz3673 жыл бұрын
Great tutorial. It is annoying that the official doc doesn't tell you what the mathematical function a node represents.
@Erindale3 жыл бұрын
Yeah I had to do some digging through source code. The Krita documentation does have them all though!
@TheDeepDiveOriginal4 жыл бұрын
Have you ever tried working with substance designer? If not, you should :)
@Erindale4 жыл бұрын
I have not! I would like to give it a go some time! It looks like fun to develop materials with!
@TheDeepDiveOriginal4 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 Жыл бұрын
Its much easier to follow someone who hasn't edited all the gaps and pauses out of their spoken English
@Erindale Жыл бұрын
Yeah I have an editor now so the new ones are more doable 😅
@KristerNielsen2 жыл бұрын
Complicated for a beginner, but important
@doublebeefstew3 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 😅
@Mandaoxunhang7 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.
@Erindale6 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