georg240p
georg240p
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Redstone RAY-TRACER V2: Reflections, Shadows, ... (Minecraft) + Map Download
My last Video: th-cam.com/video/Prehsvlcdy4/w-d-xo.html
My Tutorial Series: th-cam.com/video/jcdERB5gRYo/w-d-xo.html
(Building a Raytracer from scratch with Blender Math Nodes)
Map Download: www.mediafire.com/file_premium/2gdgxeuadpgiinx/mc_raytracer_v2_georg240p_1.19.2.zip/file
(It takes 1-2 days to render an image, with Carpet Mod)
Join my Discord Server: discord.gg/J2SDtqU
I guess this is the first Minecraft Redstone Raytracer that renders shaded spheres with shadows and reflections. It's not as sophisticated as let's say the Excel Raytracer - but to get this working in Minecraft without too much effort, I had to cut a few corners. Otherwise I would have never even tried it.
Mine runs on 20bit integers, and the only operations are: Add/Subtract, Multiply and bitwise operations. So this is really simple compared to a full floating point version. I used a variety of tricks/approximations to avoid square roots and divisions, which means the sphere intersections are not exact. There are still some issues at certain light angles etc.
The largest upgrade from the 1st version is the new map display, which allows for much nicer images compared to a Redstone Lamp display.
I should have built the display so that it covers the whole map, so you could actually put these on a wall just like a painting.
Feel free to use parts of my build for your own creations.
Music at the Beginning: Rains Of Meghalaya - Hanu Dixit (TH-cam Audio Library)
Chapters:
0:00 - Intro & Reveal
1:04 - What's beeing Rendered
2:40 - Changing Variables
2:56 - In Minecraft
5:40 - Map Colors and Dithering
8:00 - The Display
8:43 - Better Reflections
10:04 - Conclusion and Problems
มุมมอง: 224 103

วีดีโอ

I built a 3D RAY-TRACER using REDSTONE (Minecraft) + Download
มุมมอง 234Kปีที่แล้ว
My Tutorial Series: th-cam.com/video/jcdERB5gRYo/w-d-xo.html (Building a Raytracer from scratch with Blender Math Nodes) Map Download: www.mediafire.com/file_premium/cnhsifzm0jzx8vr/mc_raytracer_georg240p_1.19.2.zip/file (It takes like 200 hours for one image to render, even with Carpet Mod which speeds up your game) Some people in the comments said that what I built is actually a Pathtracer, R...
How To Combine Normal Maps Correctly (Adding Texture Detail, Blender Tutorial)
มุมมอง 32Kปีที่แล้ว
Last video: th-cam.com/video/yEe52hRuFCA/w-d-xo.html The technique I show in this video is probably the most accurate way to combine normal maps (geometrically it makes the most sense). There isn't really a "perfect" way to do it - usually you should do stuff like this while working with heightmaps and only create the normal map from the height data at the end. In real-time applications, other ...
How to Increase Strength of Normal Maps (Blender Tutorial)
มุมมอง 12Kปีที่แล้ว
In this video we change the angularity of a normal map - by converting the vectors that are stored in the texture to spherical coordinates - which allows us to adjust the vectors more easily - even with a curve node which gives us a lot of artistic freedom. I might do another video on how to adjust the strength in the same way that scaling the height data would do - even when we only have the n...
How To Rotate A Normal Map Correctly (Blender Tutorial, Textures)
มุมมอง 4.5Kปีที่แล้ว
This tutorial shows how to rotate normal map textures correctly - using Blender math nodes. This time I used the window coordinates (Texture Coord node) because this way we can easily make the image fit the screen - no matter the aspect ratio. (without manually setting up the camera above a plane) We also do not need to disable the antialiasing because the window coordinates stay the same for e...
Stop Wasting Food By Overeating The Hunger Bar (Minecraft)
มุมมอง 4.7Kปีที่แล้ว
Not sure where this "myth" originated, but it seems so many people still think that the lost food points are stored somewhere. That's not true - and never has been. I think this was even mentioned in some super old tutorials from AntVenom and ibxtoycat.
Intersecting planes / 3D grids using Ray Tracing (Tutorial, Blender Math Nodes)
มุมมอง 1.3K2 ปีที่แล้ว
(Video) The most simple Ray Tracer: th-cam.com/video/jcdERB5gRYo/w-d-xo.html I'll probably use this 3D grid to demonstrate different types of ray traced camera systems (360° equirectangular, or different types of fisheye lenses etc.). This can be very useful if you need very specific perspective drawing grids. e.g. you could print them on paper to create some pretty accurate sketches etc. Downl...
Ray Tracer with Blender Math Nodes (Tutorial Part 4) - Reflections, Colored Objects, Reflectivity
มุมมอง 1.3K2 ปีที่แล้ว
Last Video (Part 3): th-cam.com/video/WNgHBaQAZbM/w-d-xo.html Entire Playlist: th-cam.com/play/PLpnrFhoMKz4ptpG0FwHU0kOdSXKQ6mLo5.html Final .blend files for all parts: www.mediafire.com/folder/w17lhw26lhg3k/blender_rt_tutorials I noticed that I should have used a different name instead of "reflectivity" so it doesn't get confused with the albedo color. I guess "specularity" would have been bet...
Ray Tracer with Blender Math Nodes (Tutorial Part 3) - Shadows, Point Light Sources
มุมมอง 1.4K2 ปีที่แล้ว
Part 1: th-cam.com/video/jcdERB5gRYo/w-d-xo.html Part 2: th-cam.com/video/ZpsGVsv94zQ/w-d-xo.html Final .blend files for all parts: www.mediafire.com/folder/w17lhw26lhg3k/blender_rt_tutorials I try to not bore you with phyics stuff (e.g. radiometry) etc. I think in a beginner tutorial it makes more sense to take a more intuitive approach. I hope the explanations with "photons" was somewhat help...
Ray Tracer with Blender Math Nodes (Tutorial Part 2) - Depth, Normal, Shading
มุมมอง 1.4K2 ปีที่แล้ว
Last Video (Part 1): th-cam.com/video/jcdERB5gRYo/w-d-xo.html Slowly, our small ray tracer is starting too look like the typical ray tracer projects that are made in excel, scratch, etc... In a future video, I think we could add point light sources, raytraced shadows and reflections. Final .blend files for all parts: www.mediafire.com/folder/w17lhw26lhg3k/blender_rt_tutorials How far could you ...
Creating the most simple 3D Ray Tracer with Blender Math Nodes (Tutorial Part 1)
มุมมอง 2.9K2 ปีที่แล้ว
In future videos, I might show how to add shading, shadows, reflections etc. but for today I just wanted to show how to get started - which is the hardest part. The video where I explain some basic vector-mathematics: th-cam.com/video/SIV7l5JD9Ts/w-d-xo.html You could also just watch some videos from 3blue1brown's linear algebra series. Very helpful! Final .blend files for all parts: www.mediaf...
Creating a perfect Height/Normal Map Sphere with Math (Blender Tutorial)
มุมมอง 4K2 ปีที่แล้ว
Correction: You should also set "Dither" to 0.0 (Output Properties Post Processing) to get exactly the values that were calculated. I assumed that dithering is only applied to the preview inside Blender and not to the final output (because the color values are correct when you sample the render result). This is the most direct and precise way to get the Height/Normal data from a sphere - becaus...
3D Rotation with simple Math (using Blender Math Nodes)
มุมมอง 1K2 ปีที่แล้ว
3D Rotations can be scary as a beginner (e.g. with matrices) - in this video I tried to take an intuitive, geometric approach - hope this helps. Once you see transformations as a conversion between local and global coordinate systems it becomes easy to setup from scratch. Last Video: th-cam.com/video/LPyqN3Hvzno/w-d-xo.html You can implement this anywhere you want - I just use Blender because y...
Creating the most simple 3D Renderer from Scratch - Blender Tutorial
มุมมอง 8152 ปีที่แล้ว
I think Blender is a great way to learn simple graphics programming especially if you have never written any code. The nodes make it easy to change stuff on the fly - it basically runs in real-time. Next Video: more camera stuff, like rotation? Or I might make a simple ray-tracer. Last Video: th-cam.com/video/mxIoLfkHGSU/w-d-xo.html Download Blender for Free (v3.1): blender.org/download/
Images with simple Math - Blender Tutorial
มุมมอง 3.9K2 ปีที่แล้ว
I haven't really spoken any English since school - I hope it's not too bad. For the next video I think we could make the most simple 3D engine by reusing the drawCircle2D Node that we created in this video. Could be interesting. Download Blender for Free (v3.1): blender.org/download/

ความคิดเห็น

  • @shirasawa1570
    @shirasawa1570 วันที่ผ่านมา

    Did you delete you discord?

  • @kaitoren365
    @kaitoren365 2 วันที่ผ่านมา

    This only works when working with just one material, so if you're come here because you have 2 normals from different texture set, this is not helpful.

  • @wallterschwarz8713
    @wallterschwarz8713 3 วันที่ผ่านมา

    freaking amazing

  • @user-dl7vu6om4p
    @user-dl7vu6om4p 8 วันที่ผ่านมา

    Much obliged

  • @dinopuff7354
    @dinopuff7354 11 วันที่ผ่านมา

    Fricking Amazing Thank you!

  • @davidvce5035
    @davidvce5035 16 วันที่ผ่านมา

    What does the VU value mean? I'm watching these videos because I want to repair the "Minecraft in Minecraft" circuit and it has a very serious bug in the design of all the X-ray Render multipliers, I don't know, I think that if I understand what it means and how the inputs are used, I can adapt this to the MiM circuit

    • @georg240p
      @georg240p 16 วันที่ผ่านมา

      It generates the screen/canvas coordinate system. U is the X coordinate (horizontal) on the screen and V is the Y coordinate. (vertical) Everytime a new pixel has been finished, the VU thing receives a pulse. And every pulse adds 1 to the U value and once U has reached 63, the next pulse will set U to 0 and adds 1 to the V coordinate. The red Subtractors that come afterwards, just convert these coordinates form range [0...63] to [ -256....256] if I recall correctly.

    • @davidvce5035
      @davidvce5035 15 วันที่ผ่านมา

      @@georg240p thank you so much. <3

  • @nicolaastanghe475
    @nicolaastanghe475 22 วันที่ผ่านมา

    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 22 วันที่ผ่านมา

      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 14 วันที่ผ่านมา

      @@georg240p yes

  • @nicolaastanghe475
    @nicolaastanghe475 22 วันที่ผ่านมา

    plz stop pushing degrees there is a reason that radians is the SI unit

  • @davidvce5035
    @davidvce5035 24 วันที่ผ่านมา

    There is an error in the reset, the screen does not reset completely, leaving 2 vertical lines almost at the end of it. It can be solved by improving or adding a "comparators" capacitor to the reset activator (only on the screen) so that the pistons that are responsible for erasing the memory on the screen act completely.

  • @davidvce5035
    @davidvce5035 24 วันที่ผ่านมา

    the Version 1 end of render in 3 Hours with Xeon E5 2680v4 and rx560 4gb and 24gb ram, Using carpet mod tickrate 500 (max) . Now ill try this :) . And thx for upload the world, y want learn about the Raytracer render circuit with redstone. I want more of this, ill suscribe for inspirate u

  • @manvirrayat7030
    @manvirrayat7030 29 วันที่ผ่านมา

    Please, can you do it with substance painter

  • @JustFor-dq5wc
    @JustFor-dq5wc หลายเดือนก่อน

    Aren't colors in normal maps representation of angles? Can't you just combine colors to combine angles? Edit: To combine normal maps in photoshop you can double click the layer. Turn off blue channel. Set that layer to overlay. And you're done. At least that what I've heard.

    • @georg240p
      @georg240p หลายเดือนก่อน

      No, normal maps store 3d vector data and treating them as color will 1. produce unnormalized vectors (a normal vector should always be normalized). and 2. it doesnt follow any geometric concept so results can be quite unpredictable. For more details, here is an article explaining this in more detail by comparing color blending techniques with the geometric approach: blog.selfshadow.com/publications/blending-in-detail/

    • @JustFor-dq5wc
      @JustFor-dq5wc 27 วันที่ผ่านมา

      @@georg240p Thanks for info. I'm new to all of this.

  • @CookieSlime-tf8gq
    @CookieSlime-tf8gq หลายเดือนก่อน

    Insanely underrated series

  • @KoshakiDev
    @KoshakiDev หลายเดือนก่อน

    Jacco would be proud

  • @Lakus231
    @Lakus231 หลายเดือนก่อน

    hmm, is there a way to use it's node setup output directly? like plugging it into the "normal map" node input? so that i don't have to render the new normal map everytime i'm changing something🤔

    • @georg240p
      @georg240p หลายเดือนก่อน

      Of course. Whenever you pass a normal vector between nodes, you can manipulate it in all kinds of ways e.g. adjust the strength, rotation etc. Combining normals as I showed in the video just means that you adjust a vector's orientation (detail) based on another vector (base). Just make sure you don't work with the color data directly because it's in range [0...1] instead of [-1...1]

    • @Lakus231
      @Lakus231 หลายเดือนก่อน

      @georg240p When I set both "Texture Coordinate" nodes to "UV," i get them combined onto my object, but the detail normal map doesn't seem to be calculated correctly. It looks identical to an overlay mix node. probably because by using the uvmap in the beginning, both normal maps get warped and xyz axis aren't accurate anymore, if they are world axis, then it's breaking completly? Maybe adding a plane and setting it in the "Texture Coordinate" node as "object," providing both normal maps with a flat, undistorted base for combination? Then, the combined output could be applied to the object, but I'm unsure how to instruct those vectors to utilize the UV map.

    • @georg240p
      @georg240p หลายเดือนก่อน

      ​@@Lakus231 UV Coords are in Tangent-Space (2D). It helps to display the UV Vector in the Output node. Red is X, Green is Y. As I said, all the Normal Vector combinations/adjustments have to be done in range [-1...1] and Tangent-Space. Once you want to use the final Vector as the Surface Normal of your Model, you have to be careful: The "BSDF" Nodes' "Normal" input socket expects a World-Space Vector in range [-1...1]. (The direction in which your surface is pointing) The "Normal Map" Node outputs such a World-Space Vector in range [-1...1]. But it's input Socket is Color Data (yellow dot). In Blender, Color Data is in range [0...1]. So, before feeding the Vector into the "Normal Map" Node you have to do the conversion back to [0...1] (color data) as I showed in my video.

    • @Lakus231
      @Lakus231 หลายเดือนก่อน

      @@georg240p yes, it was already converted to color data (-1...1 to 0...1) then into the "Normal Map" node (set to tangent space) connected to "BSDF" Normal input. i have basically exactly your node setup, i just set the "Texture Coordinate" nodes to "UV". The main normal map gets projected correcly onto the object but the detail normal map just gets overlayed, not actually mixed. like it's overwriting the main normal map. Did i understood you correctly that i can't set those "Texture Coordinate" nodes to "UV" and have to bring the uv map into there after the conversion from color data into tangent-space (0...1 to -1...1)? if yes, i have no idea how 😬

    • @georg240p
      @georg240p หลายเดือนก่อน

      ​@@Lakus231 Of course you can use the UV socket from the Texture Coordinate node. As I said, it gives you a 2D tangent space vector ( = it is completely independent from the surface orientation or how your object is rotated etc) Here is my .blend file but with an UV unwrapped monkey head: www.mediafire.com/file/7dh1coqw1jv731c/combine_normalMap_SuzanneUV_BlenderV4.02.blend/file In my video I used the window coordinate system only because it's good for rendering and exporting the final texture as an image. But you can use any 2D coordinate system you like. It will not change the way the combination of the textures is done. The coordinate system is just the "canvas" that the rest of the shader is displayed on. And a UV map is simply the coordinate system of the object's surface.

  • @BlenderUnreal
    @BlenderUnreal หลายเดือนก่อน

    is there any addon or premade node for this? i like it lazy.

    • @georg240p
      @georg240p หลายเดือนก่อน

      There if a download for my .blend file in the description.

  • @Lakus231
    @Lakus231 หลายเดือนก่อน

    tysm, exactly what i was looking for <3

  • @SonicRestoredGaming
    @SonicRestoredGaming 2 หลายเดือนก่อน

    You, craftymasterman, rekrap, and mattbatwings should collab and make a Voodoo 5 6000 in Minecraft

  • @NorthernRogueStudios
    @NorthernRogueStudios 2 หลายเดือนก่อน

    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 2 หลายเดือนก่อน

    Thanks...my brain just exploded

  • @Ksu8O8
    @Ksu8O8 2 หลายเดือนก่อน

    This is a great tutorial, but how can i bake it into an image texture?

    • @georg240p
      @georg240p 2 หลายเดือนก่อน

      6:15 By rendering an image and saving it (if you followed my scene setup) A link to my final .blend file is in the description.

  • @georg240p
    @georg240p 2 หลายเดือนก่อน

    1:10 In Blender 4.0+ The Color Management Settings should be set to: Display Device: sRGB, View Transform: Raw, Look: None

  • @longlivethesecondplaceice2736
    @longlivethesecondplaceice2736 2 หลายเดือนก่อน

    Display devic. None. Seem to be gone in the newer versions. How am i suppose to get the pure normal map now ?

    • @georg240p
      @georg240p 2 หลายเดือนก่อน

      I think now it's: Display Device: sRGB, ViewTransform: Raw, Look: None

    • @longlivethesecondplaceice2736
      @longlivethesecondplaceice2736 2 หลายเดือนก่อน

      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 2 หลายเดือนก่อน

      @@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.

  • @ernestorodriguez4742
    @ernestorodriguez4742 3 หลายเดือนก่อน

    Excellent info. Thank you so much. Do you know a solution to create a spherical surface based on a structure that forms a sphere shape about the size o a person that pups up and it is foldable?

  • @kuiliu-kv8im
    @kuiliu-kv8im 3 หลายเดือนก่อน

    牛逼

  • @user-bz7vb5gx4y
    @user-bz7vb5gx4y 3 หลายเดือนก่อน

    Have to open or see that saturation bar??

    • @georg240p
      @georg240p 3 หลายเดือนก่อน

      How to open/see the bar? There are mods that let you see hidden variables like these. The mod "Appleskin" lets you see it in the hunger bar directly.

    • @user-bz7vb5gx4y
      @user-bz7vb5gx4y 3 หลายเดือนก่อน

      @@georg240p tysmmm

  • @sarahf1506
    @sarahf1506 3 หลายเดือนก่อน

    Am I understanding correctly that this setup can be used with any 2 normal maps or do the equations need to change somehow for some instances? I tried setting it up and wasn't successful, but I'm not sure if I messed up somewhere or if the method needs altering in some way. In any case, this is eye-opening, thanks.

    • @georg240p
      @georg240p 3 หลายเดือนก่อน

      It should work for combining any two (or more) tanget space normal maps. I added a download link to the my final file in the video description.

  • @soundsbeard
    @soundsbeard 4 หลายเดือนก่อน

    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 4 หลายเดือนก่อน

      ok, i've figured it out. when i group the first node group, output values got switched.

  • @MiriadCalibrumAstar
    @MiriadCalibrumAstar 6 หลายเดือนก่อน

    what the fuck. Its hard to get me impressed, but got damm.

  • @DrRecio
    @DrRecio 6 หลายเดือนก่อน

    Marvelous Jorge, thank you so much

  • @rameshgovindaraju5499
    @rameshgovindaraju5499 6 หลายเดือนก่อน

    Splendid explanation. Thank you.

  • @aaiki14
    @aaiki14 6 หลายเดือนก่อน

    the easiest way to combine normal maps is to overlay 2 normal maps using mix color

  • @leandrorp6642
    @leandrorp6642 7 หลายเดือนก่อน

    amazing guide sir, well done

  • @user-pz4jl7jw9k
    @user-pz4jl7jw9k 7 หลายเดือนก่อน

    I just stumbled upon this gem. Thank you for the detailed instructions👍

  • @TGGNetwork
    @TGGNetwork 7 หลายเดือนก่อน

    there is a way to remove the background?

  • @natsunwtk
    @natsunwtk 8 หลายเดือนก่อน

    And how to bump them up but masking each other out with controlling the power separately?

    • @georg240p
      @georg240p 8 หลายเดือนก่อน

      In newer Blender versions (eg 3.6) there is the Mix node (set to float). Set the mask as the Factor input. And then you can control A and B separately. Use its output as the normal strength. In older Blender versions, just use the MixRGB node. Does the same thing but it looks odd because its using color values.

    • @natsunwtk
      @natsunwtk 8 หลายเดือนก่อน

      @@georg240p in case if we use black and white texture because it has to be exact location for label/box etc? Will it work or I’m just connecting it wrongly? I also face a problem where it’s black and white but when I change slots the white turn grey instead of completely black while before the black part was completely black. Like it inverted but there’s no completely black in the inverted but grey even tho I change another slot color to completely black. Do you have any suggestions?

    • @georg240p
      @georg240p 8 หลายเดือนก่อน

      @@natsunwtk Yes, to get a clear separation, the mask should be only black and white (0 or 1). Im not sure what you mean by inverted or gray. You mean the mask looks wrong when you set it as the output? Try to set the Color space to "Non-Color data" in the image texture node that loads the mask.

    • @natsunwtk
      @natsunwtk 8 หลายเดือนก่อน

      @@georg240p yes, something like that. It’s already non color when it’s before inverted it showing completely black and completely white but when I change the slot A to slot B in a mix color node, it showing white->gray and black-> white. Sorry my english is not good enough to saying it properly. (I connected a black and white image to a mixed color node for bumping. It’s mask just fine because I also used it for roughness. I just connected them to checking if it’s masking properly but turn out it appeared gray instead of black for bump node)

    • @georg240p
      @georg240p 8 หลายเดือนก่อน

      ​@@natsunwtk The result of the mix node are the strength values that will be used to control the normal map strength. It is not a mask! If its inverted, thats because you defined the colors this way in the mix node. And maybe thats exactly what you want. Connect the output of the mix node to the value that you previously used to control the strength of the entire normal map (eg in my video I used a multiply node. So in this case connect the mix node output to the bottom slot of the multiply node)

  • @sikelgaita9861
    @sikelgaita9861 8 หลายเดือนก่อน

    how do you go about interpolating the Z from X and Y inside blender?

  • @Mr_Dee
    @Mr_Dee 9 หลายเดือนก่อน

    I'm probably going to watch this around 20 times before getting my head around it:) Awsome explanation and solution!

  • @lupulo89
    @lupulo89 9 หลายเดือนก่อน

    How could you make the edge sinuous? It doesn't work when applying a noise texture

  • @jonathaningram8157
    @jonathaningram8157 9 หลายเดือนก่อน

    I mean who in their right mind would like to spend that much time on such a thing ? It's impressive but also really really useless. I don't know what to think.

    • @georg240p
      @georg240p 9 หลายเดือนก่อน

      Maybe someone who wants to learn the basics of computer science but doesnt want to use boring bool logic simulation software?

  • @Yumaja
    @Yumaja 9 หลายเดือนก่อน

    This is insane :D

  • @hummersaadi3612
    @hummersaadi3612 9 หลายเดือนก่อน

    still i want know best way to do animate texture and merged with project as texture same what you did in video but look animate texture becuse i made snake texture animate but i need to add project as texture please help

  • @AntoineVanGeyseghem
    @AntoineVanGeyseghem 9 หลายเดือนก่อน

    =o

  • @blendertutorialdotnet
    @blendertutorialdotnet 9 หลายเดือนก่อน

    This is sorcery, we have to burn him! 🤣Thanks for the vid! 😇

  • @FBl-gov
    @FBl-gov 10 หลายเดือนก่อน

    this is illegal.

  • @InferiorDrawing
    @InferiorDrawing 10 หลายเดือนก่อน

    you are amazing. so helpful for the math explanation

  • @KellyCocc
    @KellyCocc 10 หลายเดือนก่อน

    I'd like to try this but there is no link to the previous video. I could probably copy the node tree but what the heck is vecTo Spherical?

    • @georg240p
      @georg240p 10 หลายเดือนก่อน

      The link to the last video is in the video description. You might have to reload the page. vecToSpherical converts a 3d vector to spherical coordinates. I showed how to create it in the last video.

  • @blablabla6975
    @blablabla6975 10 หลายเดือนก่อน

    Do you know how one could make a normal map from any height texture? The bump node is broken in blender and doesn't work with smooth shading

  • @PiterTraceurFA
    @PiterTraceurFA 10 หลายเดือนก่อน

    I hate how archaic blenders' shading editor is. Like holy shit, this can be done in two seconds in substance painter/designer. Actually pathetic. But at least we have grease pencil! 🙄🙄

  • @hailahh2115
    @hailahh2115 10 หลายเดือนก่อน

    Thank you man your explanation is so helpful and informative 👍🏽👍🏽👍🏽