12:24 I think this part is actually trickier because of the distortions you did. Simply putting the exact same object won't end up looking right. If you actually want passable portals, probably just don't go with distortion, I feel
I'm trying to follow what you've done here however at 5:27 I have everything setup exactly as you have there but I can't get it to link to an empty and don't understand what you've done with the group input/ self object node. I was kinda expecting this to be more of a guide than just a showcase, I still very much like what you've made but I feel like I've missed something.
@@CartesianCaramel You are correct about the passes. what I tried to do was getting some kind of Bumpmap via the Raylength. After that you can apply the 'Bump' node to get a tangent normal from that. That only works for flat surfaces though. So you could 'renderbake' Decals actually! :) Wont work on complex meshes so far. I tried to build a Mikk Tangent space normalmap in the compositor from tangent, bitangent and normal. Didnt work. Can I use your 'UV Tangent V2' GeoNode for a post on stackoverflow? I created a blend file to test things out, your node is embedded in that blend file. credit included.
Dude, I wanted this years ago. TYJ it's coming! 😀
10:03 that music brings me back to when i played Zelda botw with my mom when i was about 8 years old I think
Interesting video by the way
Imagine having a computer powerful enough to run cycles with this much going on lmao
12:24 I think this part is actually trickier because of the distortions you did. Simply putting the exact same object won't end up looking right. If you actually want passable portals, probably just don't go with distortion, I feel
The Nodes dont explain the visual look to the portals right? Is there a tutorial for how to make that happen? very cool video!
Nice looks good next you should do infinity mirrors and how do I get that version
All I saw were portals so I clicked…. 👀
I'm trying to follow what you've done here however at 5:27 I have everything setup exactly as you have there but I can't get it to link to an empty and don't understand what you've done with the group input/ self object node. I was kinda expecting this to be more of a guide than just a showcase, I still very much like what you've made but I feel like I've missed something.
Have you tried to see what happens when they intersect?
7:27 my eyes! >.
You were watching at night, right?
Does this still work in 4.2.1?
wow, superb!! Do you plan to release this soon for download??
This is awesome! 🤩 I want to try and remake this! 0^0m
why is there no set material node?
Did you figure out a highpoly object to lowpoly object normalmap bake in correct tangent space? I tried my luck with no success so far.
I'm not sure if it is possible since you can't get passes from the ray portal node. For now I think baking addons are the way to go.
@@CartesianCaramel You are correct about the passes. what I tried to do was getting some kind of Bumpmap via the Raylength. After that you can apply the 'Bump' node to get a tangent normal from that. That only works for flat surfaces though. So you could 'renderbake' Decals actually! :)
Wont work on complex meshes so far. I tried to build a Mikk Tangent space normalmap in the compositor from tangent, bitangent and normal. Didnt work.
Can I use your 'UV Tangent V2' GeoNode for a post on stackoverflow? I created a blend file to test things out, your node is embedded in that blend file. credit included.
@@YT775 Interesting, I will need to try that. Feel free to post the tangent node, I'm glad it could be useful.
music is to loud for my taste
I thought y’all said this wasn’t possible?!?
Blender is thinking with Portals now
6:10 wouldn't a Vector Mapping node condense all that into one node at least?