Texture Coordinates - Shader Graph Basics - Episode 8

  Рет қаралды 22,330

Ben Cloward

Ben Cloward

Күн бұрын

Пікірлер: 24
@tastinapraznine
@tastinapraznine 2 жыл бұрын
Amazing series, better than any paid course I've seen on the topic.
@binyaminbass
@binyaminbass 3 жыл бұрын
I've been using Blender for nearly a year and I've had to learn all this intuitively. Now to hear it all explain like this makes everything fit! Now don't get me wrong, there are some very nice channels dedicated to teaching shader nodes in Blender, but nothing I've found compares to how clear and thorough this series is. You make easy! Thank you, Ben!
@altugozhan
@altugozhan Жыл бұрын
Hey Ben, I am a big fan of your tutorials and learned a huge deal out of them and still revisit your videos for reference. Keep up the good job.
@johnykallisto6488
@johnykallisto6488 2 жыл бұрын
Good example with oranges :) Thanks for lessons!
@ynsam
@ynsam Жыл бұрын
Thank you Ben! Great explanation
@aoaowang633
@aoaowang633 3 жыл бұрын
best shader tutorial series! thanks Ben!
@janbarnabas2473
@janbarnabas2473 3 жыл бұрын
That's a great episode! Thank you!
@antoniosuarez7881
@antoniosuarez7881 Жыл бұрын
thanks; grate tutorial
@RoniStudio
@RoniStudio 2 жыл бұрын
Thank you Ben 👍
@rafaelskiarteportfolio1098
@rafaelskiarteportfolio1098 Жыл бұрын
amazing
@danielervilha5290
@danielervilha5290 3 жыл бұрын
Amazing as always, Ben! Cheers!
@googlefuuplayad9055
@googlefuuplayad9055 3 жыл бұрын
Ooh Thank you...I'm quite new.. Thanks 4 that SuPeR explanation "again!!" (Gawd) 😊👍👍👍
@DarkSession6208
@DarkSession6208 Жыл бұрын
Best Video ever made explaining UV Maps. Still can't wrap my head around on how UV Coordinates look like. Does every Pixel on a UV Map has its own coordinates? So for example the top area on a Dice has multiple pixels, and all those pixels get shifted together? So a Face of a Dice has MULTIPLE UV Coordinates (As many pixels there are) and they all move together?
@somni4516
@somni4516 3 жыл бұрын
Thanks!
@YASIR.K
@YASIR.K 3 жыл бұрын
Thank you
@samuel_6817
@samuel_6817 11 ай бұрын
Hello, it's a cool video. Can you help me? I need to render the UV coordinate of any object in the scene, with post-processing material. Do you have any idea how I can do this?
@-pygmalion-
@-pygmalion- 2 жыл бұрын
thanks
@universalsoldier27
@universalsoldier27 Жыл бұрын
Ben you mentioned that the multiply and add nodes are the cheapest instructions so we should use multiply even though it is unintuitive right?
@BenCloward
@BenCloward Жыл бұрын
Yes - but... the thing about this is that usually the compiler will change things around for you so you still get the benefits of using multiply even if you're using divide - for example. So if you want to be absolutely sure, then always use multiply - but if divide is more convenient then I'd go ahead and use that. Even if the compiler doesn't fix it up for you, the amount that you save by using multiply over divide is so small that it's not really measurable.
@lloydli4642
@lloydli4642 2 жыл бұрын
Can you provide the download link for uv visual tex in the video,it's very useful for me, thanks
@BenCloward
@BenCloward 2 жыл бұрын
cs.wellesley.edu/~cs307/threejs/demos-s21b/TextureMapping/PlaneUVmapping.html.orig
@lloydli4642
@lloydli4642 2 жыл бұрын
@@BenCloward thank you very much, that's great :)
@callmeray7705
@callmeray7705 3 жыл бұрын
You know of any ways I can better mask off parts of the coords?, at the moment i'm using sin(e)s but I feel like there's less expensive ways to do it. Eg right side only is sin(Red) or mask off upper half is sin(Blue)
@tranceemerson8325
@tranceemerson8325 3 жыл бұрын
X, Y, Z, U, and V.
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