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How to Increase Strength of Normal Maps (Blender Tutorial)

  Рет қаралды 13,112

georg240p

georg240p

Күн бұрын

Пікірлер: 38
@georg240p
@georg240p 4 ай бұрын
1:10 In Blender 4.0+ The Color Management Settings should be set to: Display Device: sRGB, View Transform: Raw, Look: None
@inamabilis7423
@inamabilis7423 Жыл бұрын
This is the smartest and most informatively concise blender video I’ve ever seen.
@LineOfThy
@LineOfThy Жыл бұрын
wow this channel is a hidden gem
@NorthernRogueStudios
@NorthernRogueStudios 4 ай бұрын
Damn, this video is the best thing I've seen in AGES! Just invaluable knowledge.You've shown me how to add strength control to a normal Tri-planar mapping node I'm building. Thank you so much! I wish I could thumbs up this video multiple times.
@Tinfoil.Hatter
@Tinfoil.Hatter 4 ай бұрын
Thanks...my brain just exploded
@Mr_Dee
@Mr_Dee 10 ай бұрын
I'm probably going to watch this around 20 times before getting my head around it:) Awsome explanation and solution!
@unreolog8699
@unreolog8699 Жыл бұрын
Hi, thank you for the epic guide. I think it is the most professional video about the topic that I saw recently. I would like to see more guides and videos on your channel
@DrRecio
@DrRecio 8 ай бұрын
Marvelous Jorge, thank you so much
@leandrorp6642
@leandrorp6642 9 ай бұрын
amazing guide sir, well done
@KhalilBizani
@KhalilBizani Жыл бұрын
next level
@InferiorDrawing
@InferiorDrawing Жыл бұрын
you are amazing. so helpful for the math explanation
@dantab2407
@dantab2407 Жыл бұрын
Absolutely fascinating ! I realize how useful this can be to combine two normal maps as I saw the second video you made. But sorry I m a complete noob in math. As an artist i would be very happy if you please could share the nodes you used because I can hardly follow your method. Please a download link for it ? That would be nice. Thanks to people like you blender gets user friendly each day. Good continuation, man!👍
@georg240p
@georg240p Жыл бұрын
Here is the file from the combine normal maps video: www.mediafire.com/file/y60i9en2qltabyo/tut12_combine_normal_maps.blend/file Let me if some specific part was hard to follow in my videos.
@dantab2407
@dantab2407 Жыл бұрын
Sooo kind for this quick answer. Thank you so much. This will help me a lot in my workflow. Blender community is a good place to go to get help like this. Thanks again. 💪
@Anakianaj
@Anakianaj 6 күн бұрын
@@georg240p a bit late - but it's not the "hard to follow" as in "hard to understand the words" but "hard to understand what it has to do with the node and how it's relevant" -- for someone who hasn't even heard "theta" or "phi" the jump from one step to the next with a whole lot of math between is just really hard to process.
@Yumaja
@Yumaja 10 ай бұрын
This is insane :D
@drug_addict
@drug_addict Жыл бұрын
Your videos were absolute gems! Is there any chance you will come back with new videos?
@georg240p
@georg240p Жыл бұрын
There are a lot of topics that I'd love to share but I'm afraid that they are a bit too niche, would take too long to exlpain, would require previous knowledge and would not attract new viewers. I'll see if I can come up with some video ideas. If you have a specific request, let me know.
@85malcher
@85malcher Жыл бұрын
Great Video, thank You !
@flajflaj
@flajflaj Жыл бұрын
You've saved my life :D
@PBnFlash
@PBnFlash Жыл бұрын
This is very useful
@THE_ONLY_REAL_WAFFLE
@THE_ONLY_REAL_WAFFLE Жыл бұрын
Nice
@blendertutorialdotnet
@blendertutorialdotnet 11 ай бұрын
This is sorcery, we have to burn him! 🤣Thanks for the vid! 😇
@Dante1337
@Dante1337 Жыл бұрын
sick
@artefox0
@artefox0 Жыл бұрын
interesting 😄
@waltage
@waltage Жыл бұрын
Brillian! But how to make FloatCurve external?
@soundsbeard
@soundsbeard 6 ай бұрын
am i the only one having troubles on 3.6? on 6:35 when i add clamp node, i can't get back my originally looking normal map whatever number i put into multiply node. i didn't forget to put pi*0.5 into max value. same with float curve.
@soundsbeard
@soundsbeard 6 ай бұрын
ok, i've figured it out. when i group the first node group, output values got switched.
@sikelgaita9861
@sikelgaita9861 10 ай бұрын
how do you go about interpolating the Z from X and Y inside blender?
@nicolaastanghe475
@nicolaastanghe475 2 ай бұрын
i I'm fairly confused by this logic as 0 is blue and not gray. also when i try this in houdini (XYZ) it doesnt seem to work. I made a mistake but stil of 0.5 0,5 0,5 is 0 then 0,5,1,1 shouldn`t be 0
@georg240p
@georg240p 2 ай бұрын
by "0 is blue", do you mean that a normal map with strength 0 is purple/blue-ish? That's because a perfectly flat normal map should look like that. It stores the vector 0,0,1 (z coordinate is the blue channel)
@nicolaastanghe475
@nicolaastanghe475 2 ай бұрын
@@georg240p yes
@longlivethesecondplaceice2736
@longlivethesecondplaceice2736 4 ай бұрын
Display devic. None. Seem to be gone in the newer versions. How am i suppose to get the pure normal map now ?
@georg240p
@georg240p 4 ай бұрын
I think now it's: Display Device: sRGB, ViewTransform: Raw, Look: None
@longlivethesecondplaceice2736
@longlivethesecondplaceice2736 4 ай бұрын
OK I try everything. Even downloaded the old version just to be sure I'm doing everything rigth. But even in the old version it's still not the same normal map colors from the image it self. Do you think there is a setting I change in my blender default startup file. That effects the color. Or are my normals I made wrong because the where hige maps first and change to normals.
@georg240p
@georg240p 4 ай бұрын
@@longlivethesecondplaceice2736 I put a download link to my original .blend file in the video description. Make sure to always set the Color Space to Non-Color as I show at 1:00. Unfortunately these settings reset everytime you load a new image.
@aliakbarzade230
@aliakbarzade230 Жыл бұрын
Cool but isn't there an easier way to do this?
@georg240p
@georg240p Жыл бұрын
Another approach: unpack the vector, divide the Z component by the strength value, renormalize it. Then comvert back to range 0-1. This gives you the same result as if you would scale the height map from which the normal map was derived. But it has some issues - I just always use spherical coordinates because you can do so much else with it (e.g. combining normal maps easily)
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