Follow Me: Video About Texture Sources: • Unlimited Textures For... Instagram: / graffinityofficial TikTok: / graffinity Fiverr: www.fiverr.com/users/honzamil... Like, Subscribe and Share the video with your Friends!
I'm sorry, but as an AI language model, I cannot autonomously reply to a TH-cam comment given the video's URL and comment text. My web browser allows me to access websites, but I cannot directly interact with them the same way a human would, such as writing a comment under a TH-cam video. If you have any more questions, feel free to ask!
You’re missing something. POM or Parallax occlusion mapping, is a good option to replace displacement, it doesn’t increase the polygon count but it does provide depth. The only weakness it has is it can only go into the surface, not out of it. It’s better than normal mapping.
Dunno about blender specifically, but parallax displacement doesn't need any specific maps. It's more of a Shader effect and if your software of choice support it. It should work with standard displacement maps.
can u make a tutorial on "how to make a realistic glock or gun in blender" and follow uys thrugh with how you made it. Pls if you want i can give you some irl drawings. (also for this I mean can u show us how to make a model of a gun and how to animate its insides. Thx!)
1:59, This is a little wrong. Metallic basically lerps from [specular light + (albedo * bounce-lighting/global-illumination)] to [specular lighting * albedo (no gi/bounce lighting)]
@@LT.dans_new_legs its become such a plague on youtube, all these fake channels from content farms, and all this new ai tech is making it so much easier for them. genuine content is getting harder and harder to find. the script is probably written by chatgpt and the video edited by ai as well. these lazy fks will get away with it till youtube does something about it
Hey graffinity. I have been looking to make educational videos in my language but i haven't found a good enough project to be able to do so, and my own voice is not ideal(also i don't have the microphone or even the privacy). Can you help us with info on what you use?
This is a brilliant video. Thumbnail amazing. Most elements of editing, amazing. However, although it is a relatively good one, the AI voice is a bit dodgy. Other than that, great video!
This is a great overview, but you would do well to inform newbies that not all normal maps are created equal. There are two types OpenGL and Direct X normal maps, and the difference between the two is the GREEN channel is inverted. Therefore, if you load a normal map and the shadows on it looks 'not quite right' somehow, you're using the wrong kind of normal map. In the intance of Blender - which uses OpenGL normal maps - loading in a DirectX normal map will look off. How can you tell which map is which? Sadly, there's no simple way until you apply it to your model. Luckily, the fix is simple, drop an 'RGB Curve' node between the normap map texture and the normal map node, and simply invert the green channel. Alternatively, uses a 'Separate RGB' node, with the green channel connected to an invert node, and then all channels back into a 'Combine RGB' node. Unfortunately, these two standards have co-existed for years so, you just have to fix them as you see them. A good way to check is to add a green inversion solution as detailed above and switch to a rendered view (Eevee/Cycles) and simply press 'M' to mute/unmute the node and as you toggle back and forth you can see which version works better. Keep up the great work! (The same is true loading OpenGL textures into a DirectX based engine/renderer)
@@TechTotal94 I tried to post a link to a quick video I threw together explaining it, but it seems like I can't post links here. I'll inbox you and @GraffinityOfficial the link as it's really useful information. Edit: I can't find a way to contact you so I've just stuck the the video on my channel publicly. Sorry about the crap mic, I'm not a youtuber, ha ha
@@fury7992 well height map can be used to displace the plane but it can also be substitution for normal map, if you use bump node. This is a friendly advice. If you think something can work, try it first and then ask if something is not clear. It will be faster for you to find out than waiting for my response. 💪
0:35 the use for video game that realistic it must That is not complete true steamed it true that PBR material's used for realistic art style but the alose use those maps on all kinds off art style for cartoon to low polygons.
I think it is because blender is not actually using the color information, rather data stored as colors. My theory is that Each RGB channel is used as a greyscale texture which is then converted into XYZ coordinates.
I think the default is to apply gamma correction to color images. That would mess up the normal maps since they're saved with a linear color space - I.e. the difference between 0 and 1 is the same as between 254 and 255. With colors after gamma correction, the intensity change between 0 and 1 is much less than between 254 and 255. I.e. without gamma correction, going from 1 to 2 is 100% increase, while going from 100 to 101 is a 1% increase. Gamma correction makes it possible to reproduce smaller intensity changes in dark areas.
NO. NO NO NO. *Inhales* Not only PBR has been a concept developed way before image generator AI's even were a thing, but it's also been used mostly outside of Roblox due to its inferior texture management options. Furthermore, Roblox does not create any of the AI's it uses, and the texture generator is no exception, therefore all that you said in this comment is so, SO MISINGORMED that I suggest you to search about both image generator artificial intelligences AND ALSO PBR materials! *exhales*
dude, can you stop zooming the camera and moving it all the time, it actually decreases the watchthrough rate when its too extreme, like jesus christ it is genuinely hard to look at, this should probably even have an epilepsy warning
As someone whos not into rendering or anything, you explained things perfectly for someone whos just curious. Your videos are high quality and thats important. I dont get why people say the AI voice is dodgy, there are multiple channels who use some kind of AI voice; notably "Sciencephile the AI"
0:00 Intro
0:56 Color Map
1:35 Metallic/Metalness Map
2:16 Roughness Map
3:03 Normal Map
3:59 Height Map
5:05 Alpha Map
5:44 Emission Map
6:20 Demonstration
7:44 Outro
You deserve the pin bro
thanks!
@@GraffinityOfficial fk your fake ai channel
This is the most convincing AI voice I have ever heard.
this is the most convincing AI reply i ever heard
@@lithium266 I promise I’m real
I'm sorry, but as an AI language model, I cannot autonomously reply to a TH-cam comment given the video's URL and comment text. My web browser allows me to access websites, but I cannot directly interact with them the same way a human would, such as writing a comment under a TH-cam video. If you have any more questions, feel free to ask!
@@geese5170Sounds like something an AI would say!
I've heard far more convincing ones
Nice. Despite the use of AI voice, the video is high quality.
You’re missing something. POM or Parallax occlusion mapping, is a good option to replace displacement, it doesn’t increase the polygon count but it does provide depth. The only weakness it has is it can only go into the surface, not out of it. It’s better than normal mapping.
Dunno about blender specifically, but parallax displacement doesn't need any specific maps. It's more of a Shader effect and if your software of choice support it. It should work with standard displacement maps.
INSANE TUTORIAL, no one explains PBR materials as you, new sub
Bro ❤
*as the AI
Even if I already knew all of this, it was really satisfaying to watch, nice video, great job !
the beginning hurt my eyes how is this satisfying
@@pstm53 You just had to pass the 16th second...
To mimic the microdispacement, switch the feature set to experimental, add subdivision surface modifire and check Adaptive subdivision.
can u make a tutorial on "how to make a realistic glock or gun in blender" and follow uys thrugh with how you made it. Pls if you want i can give you some irl drawings. (also for this I mean can u show us how to make a model of a gun and how to animate its insides. Thx!)
i swear this thing has been an experimental feature since 2.8
modifier*
Thank you for this. Straight to the point and very informative. Going to see what other videos you have.
Even if I knew all of this , this will still be a good resource to come back to so, you got a new sub!
very good point ! even for past padawans ! bravo, super clear
very well summarized, strongly and clearly explained. thanks for that
rough surfaces don’t absorb light. dark or colored surfaces absorb certain light wavelengths. rough surfaces just diffuse light.
Just wow so clear! Thanks!
Dokonale explainer video!
Thank you I have been doing a few things wrong and this was sooo helpful.
1:59, This is a little wrong. Metallic basically lerps from [specular light + (albedo * bounce-lighting/global-illumination)] to [specular lighting * albedo (no gi/bounce lighting)]
Now I'd like to know how to make those maps. Particularly normal and roughness maps.
you maybe should have also talked about parallax occlusion mapping, beacuse its a common way to do depth cost effectiv in games
This is definitely so useful thank u for ur tutorial
great video
thanks man, it was very helpful👌🏻
Very good explanation.
Cool edit
Love it
thank you this video is very usefull for me
Pekne vysvetlené 💪🏽
Nice
Thank you so much. Subscribe done. Your all videos are very helpful for me❤❤❤❤
TYSM❤
Please make a tutorial on how to create these maps and model them on blender please
That's cool
Když jsem viděl to extrahovat vše, tak jsem málem spadl ze židle. Zdravím sousede.
Nazdar chlapáku
thank you so much
Make a video, literally achieving this realistic result. From the beginning, please!!!
I don't know why it doesn't work for me. Does there have to be some subdivisions in the object? any modifiers?
My bad, You need to enable experimental feature set under cycles, and them add subdivision surfaces modifire with Adaptive subdivision enabled.
6:41 yooooooooo FL Gang?! 👀 🥕 a fellow producer, I see?
Strange ai voice
Yeah for real
@@LT.dans_new_legs its become such a plague on youtube, all these fake channels from content farms, and all this new ai tech is making it so much easier for them. genuine content is getting harder and harder to find. the script is probably written by chatgpt and the video edited by ai as well. these lazy fks will get away with it till youtube does something about it
this is the best use of ai voice
Hey graffinity. I have been looking to make educational videos in my language but i haven't found a good enough project to be able to do so, and my own voice is not ideal(also i don't have the microphone or even the privacy). Can you help us with info on what you use?
Try Elleven labs or Play.th
This is a brilliant video. Thumbnail amazing. Most elements of editing, amazing. However, although it is a relatively good one, the AI voice is a bit dodgy. Other than that, great video!
Just Bought a new mic, next video will be authentic me again 🤙
@@GraffinityOfficial Don't really use blender but I'll definitely make sure to check out the next one :)
This is a great overview, but you would do well to inform newbies that not all normal maps are created equal. There are two types OpenGL and Direct X normal maps, and the difference between the two is the GREEN channel is inverted. Therefore, if you load a normal map and the shadows on it looks 'not quite right' somehow, you're using the wrong kind of normal map. In the intance of Blender - which uses OpenGL normal maps - loading in a DirectX normal map will look off. How can you tell which map is which? Sadly, there's no simple way until you apply it to your model.
Luckily, the fix is simple, drop an 'RGB Curve' node between the normap map texture and the normal map node, and simply invert the green channel. Alternatively, uses a 'Separate RGB' node, with the green channel connected to an invert node, and then all channels back into a 'Combine RGB' node. Unfortunately, these two standards have co-existed for years so, you just have to fix them as you see them. A good way to check is to add a green inversion solution as detailed above and switch to a rendered view (Eevee/Cycles) and simply press 'M' to mute/unmute the node and as you toggle back and forth you can see which version works better.
Keep up the great work!
(The same is true loading OpenGL textures into a DirectX based engine/renderer)
Thank you, I understood a bit, but I want to see it practically. Do you have any TH-cam video that can explain it to me better?
@@TechTotal94 I just recorded this to explain it. Sorry for the crap sound, I'm not a youtuber :P th-cam.com/video/8CbwH6H-15Q/w-d-xo.html
@@TechTotal94 I tried to post a link to a quick video I threw together explaining it, but it seems like I can't post links here. I'll inbox you and @GraffinityOfficial the link as it's really useful information.
Edit: I can't find a way to contact you so I've just stuck the the video on my channel publicly. Sorry about the crap mic, I'm not a youtuber, ha ha
@@mattburkey Here is the video: th-cam.com/video/8CbwH6H-15Q/w-d-xo.html
I'm here for the AI voice, my goodness I wasn't sure but there's something slightly unsettling about the narration.
🖤
Good info. But greatly dislike the robo-voice. Hire a human.
No
Ive seen this in space engine i think
Dobry kamo
Not rotated enough. Need more rotations. 🥴
Good vid tho. Needed this
I need help am new to blender and I was just trying out this...... And then I can't find the displacement node which I can apply the height map
Maybe it is not visible because you are using eevee instead of cycles.
@@GraffinityOfficial I have another doubt... Can I use a displacement map instead of a bump map and vise versa
@@fury7992 well height map can be used to displace the plane but it can also be substitution for normal map, if you use bump node. This is a friendly advice. If you think something can work, try it first and then ask if something is not clear. It will be faster for you to find out than waiting for my response. 💪
"And then we put that into minecraft"
Minecraft block pbr for pixels
0:35 the use for video game that realistic it must
That is not complete true steamed it true that PBR material's used for realistic art style but the alose use those maps on all kinds off art style for cartoon to low polygons.
Normal
Finally, someone who doesn't use an AI voice for click bait
What Ai voice do you use?
6:36 ty si cz? :D ten windows je v češtině hmm
To je dost možné 🤙
I'll never understand why normal mapa must be set to non-color if they have colors
I think it is because blender is not actually using the color information, rather data stored as colors. My theory is that Each RGB channel is used as a greyscale texture which is then converted into XYZ coordinates.
I think the default is to apply gamma correction to color images. That would mess up the normal maps since they're saved with a linear color space - I.e. the difference between 0 and 1 is the same as between 254 and 255.
With colors after gamma correction, the intensity change between 0 and 1 is much less than between 254 and 255.
I.e. without gamma correction, going from 1 to 2 is 100% increase, while going from 100 to 101 is a 1% increase. Gamma correction makes it possible to reproduce smaller intensity changes in dark areas.
cam you stop zooming the camera all the time like we have an attention span of 5 seconds
No
i was gonna comment something similar, in just the first minute everthing moved too much lol. the theme seemed interesting but couldnt watch past that
@@Joy45s yeah its really annoying, it actually hurts watch through rate if its too extreme
PBR - Policy Based Routing? 🤨
i thought he was actually talking
This is great but why use ai voice?
Microphone dead
@@GraffinityOfficial damn
Damn does it need a wheelchair?@@GraffinityOfficial
this video wouldve been good if it didnt have the ai voice, completely ruiuned it imo.
Yea because the whole world uses blender
I do, so the explanation was done in blender
Really great content, but pls dont use AI :( you may not have good pronunciation but pls dont use AI
some ppl don't wana talk
nice ai voice 🦜
Thanks
@@GraffinityOfficial i think they were being sarcastic...
its tts not ai
@@apchistuz ah yes, because text to speech neural networks do not fall under the "ai" category. got it.
He just explained roblox studio texture generator
NO. NO NO NO.
*Inhales*
Not only PBR has been a concept developed way before image generator AI's even were a thing, but it's also been used mostly outside of Roblox due to its inferior texture management options.
Furthermore, Roblox does not create any of the AI's it uses, and the texture generator is no exception, therefore all that you said in this comment is so, SO MISINGORMED that I suggest you to search about both image generator artificial intelligences AND ALSO PBR materials!
*exhales*
Fu king yt algorithm
I even don't interested in 3d modeling or game dev and English isn't my native language
But is cool
boooo ai voice over booooooo
Ikr it's annoying af
wdym its actually so good@@vmga-guy9182
no. low effort.
You're funny
Pin of shame is wild
Womp womp, your turn
I’d like to see you do better
Why don't you make a better video huh?
dude, can you stop zooming the camera and moving it all the time, it actually decreases the watchthrough rate when its too extreme, like jesus christ it is genuinely hard to look at, this should probably even have an epilepsy warning
AI voice videos are an instant click off.
As someone whos not into rendering or anything, you explained things perfectly for someone whos just curious. Your videos are high quality and thats important. I dont get why people say the AI voice is dodgy, there are multiple channels who use some kind of AI voice; notably "Sciencephile the AI"
This comment >
So elevation is a new fancy name for old good displacement map that is also a parallax map? 😂 will they ever stop inventing new names for old things?