aVersionOfReality
aVersionOfReality
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How to Bake (most) Textures with Eevee in Blender
Fast and convenient texture baking in Blender without using Cycles or Addons? With Geometry Nodes it is possible for many types of textures. We'll make a mesh version of our UV map and simply render it with an Orthographic camera.
This method works well for baking a mesh's material to itself, and for decals, superimpositions, procedural textures, etc. But not so great for world space dependent stuff like Shadows or Ambient Occlusion. Baking high poly to low poly (like for Normal maps) could be done, but is complicated and isn't covered here.
Follow me on Twitter for lots of WIP posts and quick tips related to geometry nodes and modeling anime girls!
AversionReality
www.aversionofreality.com/
www.artstation.com/aversionofreality
มุมมอง: 5 836

วีดีโอ

Geometry Nodes UV Retopology Demonstration
มุมมอง 4.9K7 หลายเดือนก่อน
A demonstration of the Blender 4.0 Geometry Nodes UV Retopology workflow from the last two videos. If you thought "That looks cool, but how should using these tools actually look?" then watch this. Several people wanted a full example, so I've used it to retopo this shirt. Its a good example because different sections have a variety of different shapes, but the final topology also isn't super c...
Editing UVs with Modeling tools in Blender
มุมมอง 11K7 หลายเดือนก่อน
CHECK DESCRIPTION FOR UPDATES AND LINKS! If you've done much UV editing, you've noticed that there's a lot less tools than when editing meshes, and you often need 3rd party addons. What if we could just edit our UVs as a mesh? In this video I'll show you how, with a little help from Geometry Nodes and the Data Transfer Modifier! And also some info on projecting grid retopology onto non-square U...
Simple UV Retopology using Geometry Nodes in Blender 4.0
มุมมอง 101K8 หลายเดือนก่อน
CHECK DESCRIPTION FOR UPDATES AND LINKS! If you have a clean UV map, retopology is easy! Marvelous Designer clothing is a classic case of having a funky mesh, but usually nice UVs. UV retopology is a standard workflow for clothing made in MD, but Blender hasn't had the option. But with Geometry Nodes, we can create it! This video shows a quick example of straightening out a UV map and then usin...
Customizing Normals - 9: How Tangent Normal Mapping works
มุมมอง 15Kปีที่แล้ว
I will attempt to explain how Tangent Normal Mapping works in common terms and with plenty of visual examples. Normal mapping is one of the most powerful tools we have for achieving high quality custom normals. But it is difficult to use because it requires complete understanding to get it to do what we want. And it is hard to find a good explanation in terms artists will understand. So I shall...
Customizing Normals - 8: Combining Normals with Surface Gradients
มุมมอง 2.3K2 ปีที่แล้ว
So far in this series we've explored how to work with Normals in Geometry Nodes, and how to transfer them between meshes. Now we will get into our options to stack, layer, or otherwise combine multiple Normals together into a new shape. In this video we'll mostly talk about Surface Gradients as a prelude to Tangent Normal Mapping, which will come next. Surface Gradients are a convenient way to ...
Building a Fancy Stylized Tree Shader in Blender 3.2
มุมมอง 17K2 ปีที่แล้ว
Learn a bunch about shading by making an excessively fancy tree leaf shader! Our subject is a spherical tree that will get custom radial Normals, mixed colors, and much more. We'll try to keep it compatible with Instancing and Scattering, but this tutorial isn't about those. You do not need a huge amount of shader node knowledge to follow along, but this is probably above absolute beginners. Th...
Customizing Normals - 7: Building the Normals Canvas with Position Transfer
มุมมอง 3.1K2 ปีที่แล้ว
If we want a good user experience while building up our Normals, then we need a good workspace. We've spent a lot of time learning how to manipulate our meshes into the right positions for transfers, and now we want to stick all that stuff in some handy node groups and never have to think about it again! In this video, we are building our Normals Canvas so that we can get to actually working wi...
Customizing Normals - 6: Fixing Transfer Distortion with Position Transfer
มุมมอง 4.1K2 ปีที่แล้ว
To get clean transfers, we need to close up gaps between or align our meshes. In this video, we apply what we've been learning about transferring data with Geometry Nodes to transfer Position of one mesh to another. This is similar to earlier videos where we solved the 'Air Gap' issue with Shrinkwrap, but this time in Geometry Nodes! And we use UV transfer to visualize the distortion of our tra...
Customizing Normals - 5: Transferring Normals in Geometry Nodes
มุมมอง 8K2 ปีที่แล้ว
How to transfer Normals between meshes with Geometry Nodes in Blender 3.1. Transferring is common and easy in GeoNodes, but there are many details specific to Normals to keep track of. We'll create the GeoNodes equivalent of Nearest Face Interpolated and Projected from the Data Transfer Modifier, as well as several other features. Topics: - All about transferring Normals in Geometry Nodes - Rec...
Customizing Normals - 4: Getting Normals from Geometry Nodes
มุมมอง 8K2 ปีที่แล้ว
How to get Normals from Geometry Nodes in Blender 3.1. GeoNodes don't currently support the Custom Normals we are used to. We can use the Attribute system to get Normals from our mesh and pipe them into our Material, but we need the correct setup or they won't work right. And if we want things like Sharp or angle based edge splitting, we need to create them ourselves. The Node groups are fairly...
Customizing Normals - 3: Advanced Normal Transfer Setups and Limitations
มุมมอง 4.3K2 ปีที่แล้ว
A deeper look into advanced Normal Transfer setups using the Data Transfer Modifier in Blender 3.1. In the previous video we identified several problems. Now we'll see how to solve many of them by using multiple Data Transfers and multiple Source and Destination meshes. We'll also learn more about options for adding details. There are many limitations, and many things that nearly work. Understa...
Customizing Normals - 2: Basic Normal Transfer Options and Issues
มุมมอง 13K2 ปีที่แล้ว
A tour through several basic Normal Transfer setups using the Data Transfer Modifier in Blender 3.1. We'll get to know how the modifier works, its options, and typical setups. Basic setups can only accomplish so much, so we'll be taking notes of what works and what doesn't. In the next video we'll work up to advanced setups to resolve some of those issues, and then later take what we've learned...
Customizing Normals - 1: Series Overview + The Problems
มุมมอง 34K2 ปีที่แล้ว
UPDATE: Here's a blog post summarizing a lot of info from this video in text GIF form: www.aversionofreality.com/blog/2022/4/21/custom-normals-workflow A new series on Customizing Normals in Blender 3.1 for clean shading and stylistic control. We'll be learning a Normal Transfer based workflow where we model the shapes we want, transfer them to our main mesh and combine them together, then bake...
Clean Toon Face Shading with Object Normals in Blender
มุมมอง 44K3 ปีที่แล้ว
UPDATE: Article on implementing Generated Normals in Unity by @panthavma panthavma.com/articles/shader-blender-to-unity/ Tired of toon shading looking like crap on your model's face? Do you also hate doing Normal and topology editing to fix it? Here's another method! Our mesh Normals are the source of all our shading problems, so let's stop using them! Instead we'll build new, clean Normals out...
Finalizing Renders With Paint Layers
มุมมอง 4.1K3 ปีที่แล้ว
Finalizing Renders With Paint Layers
Changing Materials By Layer in Blender
มุมมอง 3.2K3 ปีที่แล้ว
Changing Materials By Layer in Blender
Rendering Paint Layers in Blender
มุมมอง 2K3 ปีที่แล้ว
Rendering Paint Layers in Blender
Faking Toon Metallic Reflections in Blender 2.9
มุมมอง 6K3 ปีที่แล้ว
Faking Toon Metallic Reflections in Blender 2.9
Rigging a Stretchy Skirt in Blender 2.9
มุมมอง 18K3 ปีที่แล้ว
Rigging a Stretchy Skirt in Blender 2.9
Random Modular Textures in Blender
มุมมอง 3.4K3 ปีที่แล้ว
Random Modular Textures in Blender
Projected Texture Eyes - 13: Finishing Touches
มุมมอง 1.5K3 ปีที่แล้ว
Projected Texture Eyes - 13: Finishing Touches
Projected Texture Eyes - 12: The Cornea
มุมมอง 7153 ปีที่แล้ว
Projected Texture Eyes - 12: The Cornea
Projected Texture Eyes - 11: Driven Texture Offset
มุมมอง 9343 ปีที่แล้ว
Projected Texture Eyes - 11: Driven Texture Offset
Projected Texture Eyes - 10: Control Bones
มุมมอง 2.2K3 ปีที่แล้ว
Projected Texture Eyes - 10: Control Bones
Projected Texture Eyes - 9: Bone Setup
มุมมอง 2K3 ปีที่แล้ว
Projected Texture Eyes - 9: Bone Setup
Projected Texture Eyes - 8: Bend and Displace
มุมมอง 8853 ปีที่แล้ว
Projected Texture Eyes - 8: Bend and Displace
Projected Texture Eyes - 7: Iris Texture
มุมมอง 1K3 ปีที่แล้ว
Projected Texture Eyes - 7: Iris Texture
Projected Texture Eyes - 6: Mask Group Setup
มุมมอง 8403 ปีที่แล้ว
Projected Texture Eyes - 6: Mask Group Setup
Projected Texture Eyes - 5: Gradient Lines and Masks
มุมมอง 1.1K3 ปีที่แล้ว
Projected Texture Eyes - 5: Gradient Lines and Masks

ความคิดเห็น

  • @akkihole_
    @akkihole_ 24 วันที่ผ่านมา

    where the fuck has this been all my life

  • @IJokerl
    @IJokerl หลายเดือนก่อน

    bro you doing god's work! thank you!

  • @hyp3r_unii
    @hyp3r_unii หลายเดือนก่อน

    DUDEEEEEEEEEEEEEEEEEEE!! THIS IS THE SHINANIGAN OF THE CENTURY LOL THX A LOTTTTTTTTTT BROOOO! How is this even on the internet? dangs

    • @hyp3r_unii
      @hyp3r_unii หลายเดือนก่อน

      HAHAHAH When the freaking UV map start to move around the original mesh it just made laugh until now! holy dammit brother... Im feeling like spawning the Jet for the first time in gta! Amazing, Ill freaking watch every single video of ur channel, danggggggggggggggggggggg LOL My favourite blender channel from now on, period. thx a buuuuuuunch!

  • @tee-hee9553
    @tee-hee9553 หลายเดือนก่อน

    thanks for tutorial I will share what I know too so we share all together and gain more knowledge for free together

  • @adf-11fraven77
    @adf-11fraven77 หลายเดือนก่อน

    Undoubtedly most comprehensive series on normal editing (even if it’s not that as you said in earlier videos) and how to achieve anime shading A shame these videos don’t get much traction from the algorithm, happy that I stumbled upon them nevertheless

    • @aVersionOfReality
      @aVersionOfReality หลายเดือนก่อน

      Thanks! I'm finally getting enough of a break from work to finish my methods and toolsets. So hopefully will have more info out soon.

  • @felpopinho6117
    @felpopinho6117 หลายเดือนก่อน

    Saved my life

  • @edgeeken530
    @edgeeken530 หลายเดือนก่อน

    It already has good uv in Clo3d and better to unwrap mesh before merging points

  • @CAT_5E_Plenum
    @CAT_5E_Plenum 2 หลายเดือนก่อน

    Would it be possible to use an already existing image texture with this? I saw that you put the color on after setting everything up and I don't if I can put an already painted texture on. I wasn't planning on having to bake the shader originally but plans changed.

    • @aVersionOfReality
      @aVersionOfReality 2 หลายเดือนก่อน

      Yes that should work fine as long as the textures matches the UV map you unwrap to.

    • @CAT_5E_Plenum
      @CAT_5E_Plenum 2 หลายเดือนก่อน

      @@aVersionOfReality Aight, Thanks.

  • @Cyb3r-Kun
    @Cyb3r-Kun 2 หลายเดือนก่อน

    Honestly can't believe I haven't found this video sooner. It's a very interesting method. I think It could be adapted to work almost like the way you'd make hair in a program called vroid studio where you basically draw hair on to a net that wraps around the head. then you could have multiple of those nets a different angles to create more spiky shorter or messier hair

    • @aVersionOfReality
      @aVersionOfReality 2 หลายเดือนก่อน

      It is essentially the same approach yes. And now with Geometry nodes, you can do much more than this or vroid.

  • @Xirszo
    @Xirszo 2 หลายเดือนก่อน

    I've replaced most of the constraints with bone parenting, cause blender aparently doesn't copy object level constraints into assets when exporting them to the asset library(?. Is there anything that might break the eyes rig in your experience? Apart from that, i've finished the whole series about three times already lol, it has been certainly great!

    • @aVersionOfReality
      @aVersionOfReality 2 หลายเดือนก่อน

      Thanks! I have not tested this with the asset system, so I can't comment on that part.

  • @user-rd1jq2lo6p
    @user-rd1jq2lo6p 2 หลายเดือนก่อน

    Hey, I learned a lot from this so thanks. i just ran into this kind of problem. I noticed that when i Rotate the Iroot bone, the displaces go off the area where the Iris is on the mesh. anyway for me to fix that?

    • @aVersionOfReality
      @aVersionOfReality 2 หลายเดือนก่อน

      I'm not exactly sure what you mean. Can you send me a clip or the file? My email is in the channel description.

  • @홍복기-q1t
    @홍복기-q1t 3 หลายเดือนก่อน

    감사합니다

  • @blenderheadxyz2418
    @blenderheadxyz2418 3 หลายเดือนก่อน

    That is amazing !

  • @milkywayish9315
    @milkywayish9315 4 หลายเดือนก่อน

    So glad I found your channel! earned a Sub!

  • @Zophiekat
    @Zophiekat 4 หลายเดือนก่อน

    its been a while since the Transfer Attribute node was removed. do you know an alternative you could share please?

    • @aVersionOfReality
      @aVersionOfReality 4 หลายเดือนก่อน

      You use the sample nodes now. It works the same, its just new nodes.

    • @Zophiekat
      @Zophiekat 4 หลายเดือนก่อน

      @@aVersionOfReality ooo thank you!

  • @ramtinas
    @ramtinas 4 หลายเดือนก่อน

    Time 6:55 from my video, everything I do is not the same as what you did. Can you please explain? Can you introduce a more detailed video on this matter?

    • @aVersionOfReality
      @aVersionOfReality 4 หลายเดือนก่อน

      What issue are you having exactly?

    • @ramtinas
      @ramtinas 4 หลายเดือนก่อน

      I tried a lot, but I have a problem in the output part. Is it possible to send you the blender file? Please help me so that I can fix it. I have been struggling with this for two days.

    • @aVersionOfReality
      @aVersionOfReality 4 หลายเดือนก่อน

      @@ramtinas Yes, you can email me or DM me on twitter. Contact info is in the youtube channel description.

    • @ramtinas
      @ramtinas 4 หลายเดือนก่อน

      @@aVersionOfReality Can you give me an email address?

    • @ramtinas
      @ramtinas 4 หลายเดือนก่อน

      ​@@aVersionOfRealityI barely completed 16 minutes of the video and after that I can't, how did you relate the input and output to the set model?😢😢😢😢😢😢

  • @DonaldDrennan
    @DonaldDrennan 4 หลายเดือนก่อน

    How would the sleeve have caused problems as modeled from Marvelous Designer? I see that it is made of all quads. Why couldn't it be used as is? This seems like a huge amount of work. Is it really necessary? When deadlines are tight, every shortcut has to be taken.

    • @aVersionOfReality
      @aVersionOfReality 4 หลายเดือนก่อน

      This specific sleeve would have been fine from MD for most typical uses, its just an example. (Although if you wanted a really clean normal transfer proxy mesh, it wouldn't have been optimal.) But more complex MD meshes, or other similar things often need retopo.

  • @yaterjebaiter3977
    @yaterjebaiter3977 4 หลายเดือนก่อน

    Is there a more efficient way of getting the UV tangent in geometry nodes now? I saw a pretty decent setup using topology nodes but it’s not interpolated between points properly.

    • @aVersionOfReality
      @aVersionOfReality 4 หลายเดือนก่อน

      I'm not sure. I imagine there is with the new topo nodes, yes, but I haven't explored it. And you can get a UV tangent from a UV space mesh more easily than this, but it won't match Mikktspace (aka the standard used in shader nodes.) I'll hopefully be coming back around to this issue soon and will see if I can improve both the performance and better match MikkTSpace.

    • @yaterjebaiter3977
      @yaterjebaiter3977 4 หลายเดือนก่อน

      So I did a little looking in Blender’s source code and found the mikktspace.hh file. From what I can tell, Blender uses shortest diagonal rather than beauty when triangulating. It also says something about floating point causing slight differences which creates splits later on.

    • @yaterjebaiter3977
      @yaterjebaiter3977 4 หลายเดือนก่อน

      I tried commenting this earlier but it didn’t go through. So I did a little digging and found the mikktspace.hh file in Blender’s source code and found out a few things. Blender uses shortest diagonal rather than beauty when triangulating and it seems floating point errors can cause splits in the tangent or that’s how I understood it. Also, if you triangulate the mesh, the setup I mentioned earlier actually gives the same result that the tangent calculation node in the video gives, so I’m pretty sure then it can be interpolated properly.

  • @Grey.Agent00
    @Grey.Agent00 4 หลายเดือนก่อน

    Hey so I have been trying to follow this tutorial but for some reason whenever I set the plane to the curve it just squishes the plane on the x axis, I can get the curve flowing the right way with the right tilt and at goes in the direction I need it to however it just squishes everything on the X axis making it hard to know how wide I should have the strands while editing it flat only to find they are way thinner when attaching them to the curve. Of course once you apply the simple deform it stretches it out again making it look a little more like it should but it still doesn't give the greatest representation of where the strands need to go when laying it flat.

    • @aVersionOfReality
      @aVersionOfReality 4 หลายเดือนก่อน

      Sounds like an issue in the modifier stack. Check the followup video, and that you don't have any object transforms. If you're still having issues, you can email me your file (email address in channel info)

    • @Grey.Agent00
      @Grey.Agent00 4 หลายเดือนก่อน

      @@aVersionOfReality yeah made sure to apply all object transforms apart from object origin, set the origin of the curve to be the same as the origin of the plane and the tilt on the curve is correct and has the plane running the right way. Only modifier I have attached is the curve modifier to the plane (not even putting the lattice modifier on it till I work out what is happening). That said I have found a method that does work for me, basically I just place the curve the lattice and the plane in the same location then created a linked duplicate of the plane without the modifiers attached and put it on a separate location of the work space, allows me to edit the duplicate and all changes get applied to the original with the modifiers attached.

  • @mrb6913
    @mrb6913 4 หลายเดือนก่อน

    i downloaded the gumroad files, but unable to implement this in a different face model, is it possible?

    • @aVersionOfReality
      @aVersionOfReality 4 หลายเดือนก่อน

      It is, but you'll need to adjust the math to create the right shape. Which is not easy. That's why my later videos switch to a Normal Transfer based workflow, as its more adaptable.

    • @mrb6913
      @mrb6913 4 หลายเดือนก่อน

      @@aVersionOfReality all right, guess i have to go through each one of them and do exactly as you’re doing right

  • @sahl7632
    @sahl7632 5 หลายเดือนก่อน

    This is beyond frusturating because my plane is all rotated weridly and not doing what your's is doing and I've watched this video and the last video and I can't get it to cooperate with me.

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      There's a download link to the full setup in the description. You can also send email me or DM on twitter and I'll help you out.

  • @ramtinas
    @ramtinas 5 หลายเดือนก่อน

    Hello, I want to learn the method you used, but I don't know geometry node at all. At the very beginning of the work, I encountered a problem in the geometry node section, the part where you attributed the plane to the dress. Do you know of a step-by-step tutorial teach me

  • @user-rd1jq2lo6p
    @user-rd1jq2lo6p 5 หลายเดือนก่อน

    I can't seem to be able to turn the empties... do you know of another way I can do that?

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      Do you mean you cannot rotate the empty object at all, or that it doesn't do anything?

  • @ramtinas
    @ramtinas 5 หลายเดือนก่อน

    Hello, I have a problem, can you help me? When we delete the group input and enter the object info and attribute it to the model, the uv ref disappears. I connect it to the geometry and it disappears again.

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      Send me an email or twitter DM with more info and i'll try to help. Contact info is in channel description.

  • @mattestela
    @mattestela 5 หลายเดือนก่อน

    Thanks!

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      Oh, thank you :)

    • @mattestela
      @mattestela 5 หลายเดือนก่อน

      @@aVersionOfReality noo, thank YOU! Fantastic tutorial, as you imply in the video, you packed months of RnD into a tidy 90 min lesson. :)

  • @kiprotichtony7561
    @kiprotichtony7561 5 หลายเดือนก่อน

    Awesome video, just binged a lot of your videos and I am very impressed. Question , in your video for clean toon shading with object normals, how do you bake the normals to a uv map? Tried following the series customizing normals but gave up, geometry nodes are not my cup of tea, would appreciate the advice.

  • @kiprotichtony7561
    @kiprotichtony7561 5 หลายเดือนก่อน

    Just stumbled upon this. Loved it. Question: how do you bake it to a normal map?

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      Plug the Normals into a single defuse shader, then in Cycles bake a normal map as usual. Note though that Cycles can introduce some odd issues when making Tangent Normal Maps. There's starting to be better ways to do it (but these issues are with all cycles normal maps, not just this method.)

    • @kiprotichtony7561
      @kiprotichtony7561 5 หลายเดือนก่อน

      @@aVersionOfReality Thank you so much.

  • @eligijuspranskunas3509
    @eligijuspranskunas3509 5 หลายเดือนก่อน

    thats brilliant!

  • @yaterjebaiter3977
    @yaterjebaiter3977 5 หลายเดือนก่อน

    2:04:49 Couldn’t you just use generated coordinates and separate XYZ?

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      In some cases. Gen cords are based on the bounding box, and are pre-deformation. So depends if you want those things.

    • @yaterjebaiter3977
      @yaterjebaiter3977 5 หลายเดือนก่อน

      @@aVersionOfReality Interesting, anyways, amazing video as always 👍

  • @jamaalsineke2405
    @jamaalsineke2405 5 หลายเดือนก่อน

    Does this work in game engines like Unreal and Unity?

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      Yes. Here's an article about translating this to Unity: panthavma.com/articles/shader-blender-to-unity/

  • @Rivthyre
    @Rivthyre 5 หลายเดือนก่อน

    Thank you soooo much!!!! I searched everywhere on how to make a matcap shader to a material and didn't find anything at all. Everyone was so dumbfounded at that question, I can't believe I accidentally stumble upon the solution here. Really grateful for this knowlegde. Truly a treasure trove of knowledge in this channel. ❤‍🔥

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      Glad it worked! Remember, there's lots of different types of Matcap projection. That's why its hard to find any info. So the way I do it here may not necessarily match any other given method. The common thread for matcaps is that it uses camera info and usually Normals.

  • @HanSolocambo
    @HanSolocambo 5 หลายเดือนก่อน

    "UV Retopoloy"... don't use complex words, put them together, hoping it'll make sense. UV retopology doesn't mean anything. UVs are the projection of your 3D mesh on a 2D plane that's all. You retopologize your mesh, you'll have "retopologized" UVs. Not the other way around.

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      Oh no, you've caught me 🤣It was all a ruse.

  • @Xirszo
    @Xirszo 5 หลายเดือนก่อน

    I know this is reaaaaaally old, but at 14:50 I have scaled things correctly with the Scale node and I've checked things and nodes about 4 or 5 times, including the scale on the Object UV's and mapping that was done on the first chapters, and i cannot get the same results as you do when moving. Scaling by any amount still does not result in the correct movement, and the only "culprit" I can think off the top of my head is the bone setup (I've flipped it in some ways that are not 1-1 with your original setup), but i find it has not affected anything else of the setup as far as here (Even the bone of the catchlight is oriented the same way, wich i think " s h o u l d " give me the same results as on 14:50) So far I'll continue with the tutorial, but I find it really rather odd blender behavior. The only thing I've found odd is, since I use prop driver with blender 4.0ish, I cannot paste things into the "custom properties" tab. Instead, Prop driver has a feature in wich it allows you to directly insert the properties you've selected into the shader tab. Still, everything else has worked the exact same, the only difference being in that I did not manually create the attribute node that inserts the location, rot and scale and plugged the values there manually. I'll also add that adding a custom property with manual drivers for the pos, rot and scale of the catchlight bone has not worked for me (and that's why I used the Prop Driver addon features). I'll try more stuff later.

    • @Xirszo
      @Xirszo 5 หลายเดือนก่อน

      Nevermind, I fixed immediately after posting this comment! I had plugged the "Driver: Scale" Node into the Vector math Scale instead of "Driver: Loc". It do be like that sometimes.

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      @@Xirszo It do be like that quite often actually :)

  • @XINN1X
    @XINN1X 5 หลายเดือนก่อน

    amazing series! Now that geometry nodes has been updated and goo engine also has extra stuff will you be remaking this? Would be great to have a concise version :)

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      I am hoping to put out more videos that summarize this better, yes. Although nothing has really changed in geonodes beyond some node names, and goo doesn't really change this stuff either.

  • @bruneric4488
    @bruneric4488 5 หลายเดือนก่อน

    Great tutorial, useful techniques. Deserves more views

  • @sutegobinnbinn
    @sutegobinnbinn 5 หลายเดือนก่อน

    well i will save this for later

  • @dmitrykolganov2142
    @dmitrykolganov2142 5 หลายเดือนก่อน

    36:28 you mean subdivision not subsurf right?

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      Its Subdivision Surface, so it gets called both. Sorry if that's confusing!

  • @ChristophWerner
    @ChristophWerner 5 หลายเดือนก่อน

    Are you also on Mastodon? I don't use twitter anymore. Thanks! Great work!

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      I am not. I should probably set that up.

  • @ChristophWerner
    @ChristophWerner 5 หลายเดือนก่อน

    Very nice. Small mention: You know, there is a stitch function in Blenders UV area that stiches islands very fast and exactly? Before stiching you just need to activate the "average islands scale function and use the "Stitch" function then. All is found in the UV menu inside the UV editor. This save you a bunch of time when stiching islands. Greetings!

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      Yes, good call. I forget to use it in the moment 😅

  • @ambo1701
    @ambo1701 5 หลายเดือนก่อน

    Amazing, many thanks ❤

  • @user-rd1jq2lo6p
    @user-rd1jq2lo6p 5 หลายเดือนก่อน

    Ran into some problems with the Object pupil function. whenever i adjust it only the y seems to be effected and the left eye is more squished than the right. is there anything i can do? edit: Nvm i got it

  • @YT775
    @YT775 5 หลายเดือนก่อน

    Hey man! :) Did you see the new RayPortal BSDF in 4.2? With this node you can bake textures in Cycles. Theoretically even high to lowpoly bakes. Unfortunately no one has figured out the object to tangent space normal conversion yet. I tried the MikkT space within the compositor. But had no luck. This might be a challenge for a bright guy like you.

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      Yes the ray portal node is great! I'm not familiar with the object to tangent space issue. Do you have a link?

    • @YT775
      @YT775 5 หลายเดือนก่อน

      @@aVersionOfReality mmh, I think youtube doesnt like my link, did you receive the message?

    • @aVersionOfReality
      @aVersionOfReality 5 หลายเดือนก่อน

      @@YT775 Hmm no. You can send to my email or DM on twitter. Info is on the youtube About page.

  • @vercettiboy6847
    @vercettiboy6847 6 หลายเดือนก่อน

    when I use the eyedropper on the bezier curve the plan turns but does not bend why is that ?

    • @aVersionOfReality
      @aVersionOfReality 6 หลายเดือนก่อน

      Check that the modifier setup is correct, and that there are no transforms on the objects. Theres a second video after that explains it in more detail.

    • @vercettiboy6847
      @vercettiboy6847 5 หลายเดือนก่อน

      @@aVersionOfReality do you take comissions btw ?

  • @iguanaacuatica5543
    @iguanaacuatica5543 6 หลายเดือนก่อน

    thank you i learned a lot from this

  • @auskaesq
    @auskaesq 6 หลายเดือนก่อน

    This looks so promising, and exactly along the lines my poor naive expectations were coming into 3D. Thanks for the vid!

  • @U8Kio
    @U8Kio 6 หลายเดือนก่อน

    It's a great method and very simple, thank you. I also found an easy way to save the UV map without unwrapping the retopology.

  • @Newemka
    @Newemka 7 หลายเดือนก่อน

    Thanks a lot! This is such a smart technique.

  • @Gfobe
    @Gfobe 7 หลายเดือนก่อน

    absolutely incredible. thanks dawg

  • @vatti9999
    @vatti9999 7 หลายเดือนก่อน

    I think you forgot to share how to make the matcap.

    • @aVersionOfReality
      @aVersionOfReality 7 หลายเดือนก่อน

      Its in there. Its a procedural texture though, not a typical image texture matcap.

    • @vatti9999
      @vatti9999 7 หลายเดือนก่อน

      @@aVersionOfReality Oh I follow. Thank you for responding.

  • @choysadraws
    @choysadraws 7 หลายเดือนก่อน

    For baking the normals with this method, what color setting do I use in the color management tab? Standard, Agx, Filmic?

    • @aVersionOfReality
      @aVersionOfReality 7 หลายเดือนก่อน

      Always Standard, as everything else applies a color correction. And when saving the Normals, you want to use .png with non-color or .exr (which will be Linear.) So not SRGB. And generally avoid Save as Render. You should be able to see the settings on my file output node.