As the video was closing to end, i checked how many subscribers you had. I was expecting something like 650k, but it is only 650 🤯 Insanely underrated channel for its video quality. Hope for you to get all the recognition you deserve!
This content is fantastic, this channel is for sure gonna blow up soon, the quality is amazing, what you would expect from the biggest channels on these topics out there. Thank you for sharing the knowledge!
awesome channel! really hope to see much more going all the way to advanced matrices stuff dealing with eigen vectors and values etc and calculus with practical examples in CG animation and procedural modeling!
I often see normal mapping described as more flexible than bump maps, but as far as I can tell, that isn't the case. They're more or less connected by divergence and gradient, with some nonlinear scaling. I believe a normal map makes more efficient use of resolution and color depth, allowing more detail with smaller textures, but I think that's about it.
If you take it to theoretical edge cases, I would say a normal map is more flexible. For instance, you can output normal parallel to the surface - you can't construct a height field that would have such normal (at least, I don't know about such a case based on my level of real analysis). However, you're right that for most reasonable normal maps, you could get the same result by constructing a height map, but I would say, in many practical cases, they wouldn't be pretty functions. You're right about the practice. You get a bit more precision with three numbers instead of one.
Nice work! one note would be to have larger images/examples - you're not using as much screen space as you have available. Looking forward to the rest of the series!
Hello! I'm a software developer in Canada. I have this problem related to your video. I have one photo of a small 2D surface patch, but I don't want to use it as a declarative texture. Instead, I want a procedural texture whose function and parameters set are automatically computed from that photo. What would you refer me to? Thank you very much. It was a useful video!
Hi! I am unaware of whether such a tool exists that does precisely what you need. Try looking up texture synthesis. That might be helpful. However, those algorithms usually only extend the existing image. I'm glad you've liked the video and good luck with your project!
Well, it depends... If you want to understand the concepts deeply, I suggest studying some computer graphics books or courses. If you don't know it already, this will also require you to learn some undergraduate math (Calculus and Linear Algebra). My favorite book for computer graphics is "Fundamentals of Computer Graphics" by Shirley. The book covers much of the math you need for computer graphics, so it is accessible without prior knowledge. I recommend checking out @keenancrane for the course - he has an excellent CG course on TH-cam. However, for this, you will already need some undergraduate math exposure. If you want to use those concepts more practically, I would pick 3D software and try to learn about rendering and texturing in that context, for which you will likely find a lot of tutorials.
In my experience, the modification of geometry is an integral part of the definition of displacement mapping. Parallax occlusion mapping is an entirely different, albeit related, technique.
To elaborate on my response... Displacement mapping is a specific technique that was first introduced in the 1984 paper 'Shade Trees.' The explanation in my video should align with that. It's possible that different people have different definitions of displacement mapping, but the one I've provided is the most common.
I personally like the book "Fundamentals of Computer Graphics." It is pretty self-contained in that it explains math foundations you need to follow along - if at some point the explanations aren't enough, I recommend using Khan Academy.
The next video will be about functions. I plan to cover essential mathematical functions for procedural texturing and ways to combine them. Also, I plan to cover some thought patterns that will help you to think about functions in general.
Brother the only thing this channel needs is quick uploads. You literally have the same quality as the best channel.
Thank you! I will try my best to increase the upload frequency in the near future 😁
As the video was closing to end, i checked how many subscribers you had. I was expecting something like 650k, but it is only 650 🤯
Insanely underrated channel for its video quality. Hope for you to get all the recognition you deserve!
Thank you!
This channel will grow and this guy will be the Guru for so many young talents. All the best 👍
Thanks!
This content is fantastic, this channel is for sure gonna blow up soon, the quality is amazing, what you would expect from the biggest channels on these topics out there. Thank you for sharing the knowledge!
Thank you for believing in me! I am glad you find the content useful!
This is amazing! I hope you continue to series! ❤❤❤❤❤
awesome channel! really hope to see much more going all the way to advanced matrices stuff dealing with eigen vectors and values etc and calculus with practical examples in CG animation and procedural modeling!
Thank you! I will try to do my best
GO FOR YOUR DREAMS KING YOU, DESERVE IT! ❤️🔥❤️🔥❤️🔥
❤️
So glad youtube recommended this channel, great content!
Glad you enjoy it!
I think you just helped me discover my new passion. ❤️ keep up the good work, king!
Each concept explained in detailed manner
Love seeing high effort vids like this, subbed!
Thank you very much!
Nice video man, helps to understand, even for new people
Thank you! I am glad to hear that.
This is so constructive, i work with touchdesigner and this helps understand more stuff on procedural texturing. Thks alot.😊
You're welcome!
Love it!!! ❤️
I often see normal mapping described as more flexible than bump maps, but as far as I can tell, that isn't the case. They're more or less connected by divergence and gradient, with some nonlinear scaling. I believe a normal map makes more efficient use of resolution and color depth, allowing more detail with smaller textures, but I think that's about it.
If you take it to theoretical edge cases, I would say a normal map is more flexible. For instance, you can output normal parallel to the surface - you can't construct a height field that would have such normal (at least, I don't know about such a case based on my level of real analysis).
However, you're right that for most reasonable normal maps, you could get the same result by constructing a height map, but I would say, in many practical cases, they wouldn't be pretty functions.
You're right about the practice. You get a bit more precision with three numbers instead of one.
Nice work! one note would be to have larger images/examples - you're not using as much screen space as you have available.
Looking forward to the rest of the series!
Thank you! You’re right. I will utilize it better next time.
Hello! I'm a software developer in Canada. I have this problem related to your video. I have one photo of a small 2D surface patch, but I don't want to use it as a declarative texture. Instead, I want a procedural texture whose function and parameters set are automatically computed from that photo. What would you refer me to? Thank you very much. It was a useful video!
Hi! I am unaware of whether such a tool exists that does precisely what you need. Try looking up texture synthesis. That might be helpful. However, those algorithms usually only extend the existing image. I'm glad you've liked the video and good luck with your project!
What would you say are some of the best available resources to learn more about these topics?
Well, it depends...
If you want to understand the concepts deeply, I suggest studying some computer graphics books or courses. If you don't know it already, this will also require you to learn some undergraduate math (Calculus and Linear Algebra).
My favorite book for computer graphics is "Fundamentals of Computer Graphics" by Shirley. The book covers much of the math you need for computer graphics, so it is accessible without prior knowledge.
I recommend checking out @keenancrane for the course - he has an excellent CG course on TH-cam. However, for this, you will already need some undergraduate math exposure.
If you want to use those concepts more practically, I would pick 3D software and try to learn about rendering and texturing in that context, for which you will likely find a lot of tutorials.
Great quality!
Thanks!
I mean displacement mapping doesn't always have to create new geometry. There's parallax occlusion mapping
In my experience, the modification of geometry is an integral part of the definition of displacement mapping. Parallax occlusion mapping is an entirely different, albeit related, technique.
To elaborate on my response... Displacement mapping is a specific technique that was first introduced in the 1984 paper 'Shade Trees.' The explanation in my video should align with that.
It's possible that different people have different definitions of displacement mapping, but the one I've provided is the most common.
Can you recommend books for learning computer graphics?
I personally like the book "Fundamentals of Computer Graphics." It is pretty self-contained in that it explains math foundations you need to follow along - if at some point the explanations aren't enough, I recommend using Khan Academy.
@@vojtechproschl great thanks!
This is very well made, but it would help to change the audio balancing a little to make your voice louder.
Thank you! Yes, I should have paid greater attention to the audio. In my later videos, the audio should be more balanced.
What will the next video be about?
I’m a Russian young guy who learns 3D + VFX in free time.
The next video will be about functions. I plan to cover essential mathematical functions for procedural texturing and ways to combine them. Also, I plan to cover some thought patterns that will help you to think about functions in general.
@@vojtechproschl great!
🔥🍻
Great! Texture bombing would be nice theme.
Thanks! That’s a great idea. I will cover it in one of the later episodes.
❣️ P R O M O S M
I loved your video, keep up the good work! 🤍