Mind. Freaking. Blown. There’s probably not a ton of people that need this level of detail, but I’m one of the few that really appreciates this. Great job 🎉
Thank you for this! We need more of these cool nerdy tutorials that actually explain the concepts behind nodes, and very well for that matter! Many tutorials just say to use this or that node without giving a good explanation of how they're working under the hood, making it difficult for us to know what we're doing when we're on our own. Thanks for putting the time into this great presentation, and I'm looking forward to more!
Finally, an explanation of the Map Range node that I can wrap my head around, at least for the most part. I'm trying to use it to control the position and scale of objects rather than colors and textures, but still, this gets me a LOT closer to understanding how the Map Range node works. Thanks!
This video *finally* explained the map range node to me, even though I've used that node from time to time! The visualisation with the height of the cone really made things click for me. Using displacement to create a literal 2D curve in 3D space and then use it to show of what the map range node works? Brilliant pedagogy.
I think this might be the best tutorial I have ever seen. So well done. You have a talent for communicating the differences between abstract concepts. I especially appreciate the way you take math concepts and make them visual. Subscribed.
Thank you! One of the best tutorials I have come across on TH-cam. This is how a tutorial is supposed to be made. Could you make more such basic theoretical tutorials on material, compositing, Lighting, etc? Most out there are like click here, join this, that's it.
wonderful. I used the color ramp as a crutch so many times, crying every day that I couldn't make a nice group with one. Always restricting the functionality.
If you use min for displacement, it's like making the lowest point even lower, but if you look at the texture it'll just look more black. It's easier to see with displacement.
@@JoeyCarlino Simple enough but very effective! I'm going to get your blender files on this pixel sorting effect, very cool. I see it was from 2.93 so some time ago and me being new to blender and using the 4.0.2 any thing significantly different? Pixel Sorting Filter || Blender File $3+ Joey Carlino 3 ratings This is a viewport compositor made with Blender 2.93, that adds a pixel sorting effect to your images videos or any other texture within Blender.
I’m seeing grayscales values entering to a Color ramp set to constant (to turn into specific values/colors) giving me different results in Eevee and cycles. Some values got to 1 and others to 0 in the color ramp, or if using colors in the CR with “constant” one value give one color in eevee and another in Cycles. In one file using Math node with Greater Than helped me and Map Range in Stepped Linear… but in another files it didn’t…. That node group set to Stepped linear might be working though… it works in the way I was expecting CR to work. Still testing but it seems it gives me same result in Eevee and Cycles while CR slightly changes.
How did you do the 3d nodes? That just some UV projection & hand molding or something like a geometry node group? Geometry nodes would be cool because you could ray cast the noodles with curves to connect them. Make for a nifty tutorial either way. Be a good way to explain other applications too.
The amount of times I wanted external control over color ramps, this is just what I needed. As for the Node group I added a few maths node that controls the gap/saturation. (How to in comment below)
When it is flat it's because I'm using the Eevee render engine which doesn't do displacement. When it's a cone, it's because I'm using cycles and the displacement is working
All my lazy brain could here was "use color ramp instead of map range" loool honestly i wish they could find a way to make all the nodes as visually intuitive as color ramps
Mind. Freaking. Blown.
There’s probably not a ton of people that need this level of detail, but I’m one of the few that really appreciates this. Great job 🎉
Now that is a high quality thumbnail
How did he make it though?
I would buy those real life node models instantly if someone sold them.
I took a screenshot of the nodes, projected them on a plane and modeled around that.
Thank you for this! We need more of these cool nerdy tutorials that actually explain the concepts behind nodes, and very well for that matter! Many tutorials just say to use this or that node without giving a good explanation of how they're working under the hood, making it difficult for us to know what we're doing when we're on our own. Thanks for putting the time into this great presentation, and I'm looking forward to more!
Finally, an explanation of the Map Range node that I can wrap my head around, at least for the most part. I'm trying to use it to control the position and scale of objects rather than colors and textures, but still, this gets me a LOT closer to understanding how the Map Range node works. Thanks!
from 0:39 to 1:28 is all i needed thanks m8 that really helped and the rest of the video helped even more
This video *finally* explained the map range node to me, even though I've used that node from time to time! The visualisation with the height of the cone really made things click for me. Using displacement to create a literal 2D curve in 3D space and then use it to show of what the map range node works? Brilliant pedagogy.
This is one of the most important tutorials ever... Thank you, man!
you have no idea how much your video helped me with understanding this node. thank you so much.
This is great, I use the map range all the time, and now have some more things to play with!
dude this is a 200 IQ tutorial
wonderful explained every thing like it was nothing
The intro hooked me right away lol.
I think this might be the best tutorial I have ever seen. So well done. You have a talent for communicating the differences between abstract concepts. I especially appreciate the way you take math concepts and make them visual. Subscribed.
First time bumped into this channel, 15 first seconds of the video: subbed.
Straight to the point, great stuff!
The explanation is very simple and easy to understand. Thank you for sharing😁
That's the clearest explanation I saw and I saw tons of them. Many thanks!
Thanks Joey! Great visual explanations. I didn't think of how versatile map range can be!
Difficult concepts explained easy. Great job, thanks.
The best map range node tut ! Thank you !
That map range trick is great and I'm totally using that for applying textures to roughness. With the color ramp had more controls for node groups.
Very clear explanation, dude! The 3D modeled nodes are a neat touch! 😁
This is the best lesson I've ever seen.
Very interesting, but not entirely clear. I will watch more.
Thank you very much!!!!!
Ty for this tutorial and the demonstrations which really clear up how it works.
Thank you for this explaination, I totally had the Map Range node wrong in my head. Very well presented thanks again!
Very good explanation joey, thank you very much.
Thank you! One of the best tutorials I have come across on TH-cam. This is how a tutorial is supposed to be made.
Could you make more such basic theoretical tutorials on material, compositing, Lighting, etc? Most out there are like click here, join this, that's it.
That's really the best tutorial. You are so clear.
This was unbelievably helpful. Thank you.
Another brilliant tutorial, cheers mate
This IS the exact what I was looking for, Good job man!
Very well explained. Thank you!
Map range is a color ramp with input sockets, with some new options.
You saved my life thank you so much it really helped me understand the map range 🙂
Really good tutorial, thanks man.
What a fantastic video!
It is so great explanation! thank you a lot
This is brilliant! Thank you so much🙏
really great explanation!
Hight-quality tutorial! Thank you a lot :-)
really helpful !
thank u
Very very good! Cant wait to see some of your more break downs! I like the way you are thinking
Nice, thank you
wonderful. I used the color ramp as a crutch so many times, crying every day that I couldn't make a nice group with one. Always restricting the functionality.
Thank you so much, it all makes sense now :-)
If the first 15 seconds of this aren't proof that this guy knows his shit then nothing is.
Cool!
Can you please talk more about Min? You only talked about Max and it's effect on the displacement. Really appreciate it.
If you use min for displacement, it's like making the lowest point even lower, but if you look at the texture it'll just look more black. It's easier to see with displacement.
@@JoeyCarlino thank you.
Pardon my language, but what a fuckin' ace tutorial! Thanks loads!
Just found your channel - but boy it is great!
How did you do the intro? Very cool
The 3d nodes? I used images on planes and extruded them
@@JoeyCarlino Simple enough but very effective!
I'm going to get your blender files on this pixel sorting effect, very cool. I see it was from 2.93 so some time ago and me being new to blender and using the 4.0.2 any thing significantly different?
Pixel Sorting Filter || Blender File
$3+
Joey Carlino
3 ratings
This is a viewport compositor made with Blender 2.93, that adds a pixel sorting effect to your images videos or any other texture within Blender.
good job
I’m seeing grayscales values entering to a Color ramp set to constant (to turn into specific values/colors) giving me different results in Eevee and cycles. Some values got to 1 and others to 0 in the color ramp, or if using colors in the CR with “constant” one value give one color in eevee and another in Cycles. In one file using Math node with Greater Than helped me and Map Range in Stepped Linear… but in another files it didn’t…. That node group set to Stepped linear might be working though… it works in the way I was expecting CR to work. Still testing but it seems it gives me same result in Eevee and Cycles while CR slightly changes.
How did you do the 3d nodes? That just some UV projection & hand molding or something like a geometry node group? Geometry nodes would be cool because you could ray cast the noodles with curves to connect them. Make for a nifty tutorial either way. Be a good way to explain other applications too.
Yeah, I just took a screenshot and did some uv projection and lining things up
The amount of times I wanted external control over color ramps, this is just what I needed. As for the Node group I added a few maths node that controls the gap/saturation. (How to in comment below)
Basic how to(3 colors): A+GapA=R1 , B-A=R2 , R1+R2=R3 , R3+GapB=R4: R1 to Min1, R4 to Max1 Min2, C to Max2.
0:10 How did you those 3D nodes??
hi. Can you explain why your object changes when you fix the node? (5:33 to 5:36) I follow all your nodes but i can't understand that step.
When it is flat it's because I'm using the Eevee render engine which doesn't do displacement. When it's a cone, it's because I'm using cycles and the displacement is working
0:42 all I wanted to know
All my lazy brain could here was "use color ramp instead of map range" loool honestly i wish they could find a way to make all the nodes as visually intuitive as color ramps
What key combination do you use to get map node ?
Shift A then S to search
@@JoeyCarlino um i tried it but it just drags the node
Just use the add menu at the top of the shader workspace
@@JoeyCarlino why does my imagine texture dispear when i connected my mapping to my image node
STRAIGHT UP CALLED ME OUT
Step 1 : buy a PC💀