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.
I don’t know what you’re source is but parallax mapping in vray is worse and slower than displacement(2D landscape), by a significant amount. Tbh i’m not sure it’s it’s useful at all.
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!
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!)
The white rubber doesn't absorb light, what you mean is it diffuses all light. The reflection of a rubber is the same as a mirror of the same color however their scattering is nearly 100% so you see no gloss.
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)]
Rubber does not absorb all light, in that case it would be just black. And mirror does not reflect all light, you can have a very dark mirror that absorba like 90% of all light but it would still be a mirror.
A typical glass mirror with a thin coating of silver or aluminum reflects about 85-90% of the light, while the remaining 10-15% is absorbed or scattered by the mirror material and the protective coating. The percentage can vary depending on the mirror's quality and type. For example, high-reflectivity mirrors used in scientific instruments can reflect up to 99% of light, whereas standard household mirrors have slightly lower reflectivity.
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!
I just learned what PBR means and a little more technical names except they are outside of Maya Autodesk. I am just used to Arnold and not seeing albedo(not the same thing but work in the same area).
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
2:47 I'm not criticizing but wouldn't a rubber that absorbs all light appear black instead of white? I've been trying to understand what makes something reflective for a long time and I don't think it's just how smooth it is. You could polish any material to a 'mirror finish' of flatness and it wouldn't be as reflective as the metal used in mirrors. Why does a perfectly smooth, flat rubber surface scatter light so well? Is it that some of the light penetrates and bounces around before returning to the environment? I think this is the explanation but I'm not certain, I've always heard it explained as surface roughness being responsible but I'm not convinced.
I have a question. Is there any possible simple and proven way to create those images for those material maps? I'm guessing that it's probably not enough to take a photo of a surface with a mobile phone (for example, a road, a tree trunk or even a lawn) and create all the maps purely from that photo so that they would be perfectly realistic in the rendered result.
@@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
PBR was a cool technology to learn at first a while back, now it's just knowledge a bunch of normies have figured out because they've loaded up blender once
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.
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"
@@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. 💪
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.
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?
Wait isn't the roughness explanation completely wrong? what do you mean rubber absorbs light? Things that absorb light are black, rubber just diffuses the light, meaning that every ray that hits it goes into a different direction because it's uneven and porous
You are right, my statement was wrong so let me clarify. Rubber has higher Roughness, therefore it producs more diffuse reflections where light is reflected in all directions rather than in a single direction. It also absorbs some light due to the rubber properties, but most materials reflect the same amount of light but in different ways based on how rough the rurface is. That's why the specular reflection in the principled BSDF should be mostly set to 0.5 and only the Roughness should be adjusted.
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
Nice. Despite the use of AI voice, the video is high quality.
Now I have to use my brain to recognise if the voices sound off or the mic is just bad
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.
@telefonkirtys with enough effort, Blender can in fact support POM
@@gamerboygb6041 I thought it natively supported it. But i could be wrong
@@telefonkirtys it’s called POM because unlike PM POM also calculates what is in front of and behind at the current angle of view
I don’t know what you’re source is but parallax mapping in vray is worse and slower than displacement(2D landscape), by a significant amount. Tbh i’m not sure it’s it’s useful at all.
This is the most convincing AI voice I have ever heard.
this is the most convincing AI reply i ever heard
@@LiAmari7 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
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*
@@not_herobrine3752yep, also a standard in octane render for like 4-5+ years
INSANE TUTORIAL, no one explains PBR materials as you, new sub
Bro ❤
*as the AI
@@Vlocky1Oh ye lemme just completely discredit the script, filming, and editing rq 😂😂
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...
The white rubber doesn't absorb light, what you mean is it diffuses all light. The reflection of a rubber is the same as a mirror of the same color however their scattering is nearly 100% so you see no gloss.
☝️🤓
@kubistonek you're watching a video about pbr materials...
@@vanterbaba4110 nah im eating dinner
@kubistonek oh lord I'm so sorry I though I saw you doing it when I checked through your window.
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)]
very good point ! even for past padawans ! bravo, super clear
Rubber does not absorb all light, in that case it would be just black. And mirror does not reflect all light, you can have a very dark mirror that absorba like 90% of all light but it would still be a mirror.
Maybe the terminology isn't quite there, but I think you get the general idea.
very well summarized, strongly and clearly explained. thanks for that
A typical glass mirror with a thin coating of silver or aluminum reflects about 85-90% of the light, while the remaining 10-15% is absorbed or scattered by the mirror material and the protective coating. The percentage can vary depending on the mirror's quality and type. For example, high-reflectivity mirrors used in scientific instruments can reflect up to 99% of light, whereas standard household mirrors have slightly lower reflectivity.
you maybe should have also talked about parallax occlusion mapping, beacuse its a common way to do depth cost effectiv in games
Normal Maps and Hight Maps are so cool in video Games, It's one of the reasons the PS4 and Xbox One were such a big graphical leap from the 3 and 360
Even if I knew all of this , this will still be a good resource to come back to so, you got a new sub!
THIS VIDEO IS SO PERFECT IT GAVE ME CHILLS! OMG THANK YOU SO MUCH!! ❤🎉
@@oroteorias9860 Much love ❤️
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 :)
Thanks for video,this is will be useful
Thank you for this. Straight to the point and very informative. Going to see what other videos you have.
I just learned what PBR means and a little more technical names except they are outside of Maya Autodesk. I am just used to Arnold and not seeing albedo(not the same thing but work in the same area).
Now I'd like to know how to make those maps. Particularly normal and roughness maps.
Cavity, curvature, AO. Flow. and many maps are there too to utilise
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
great video
This is definitely so useful thank u for ur tutorial
Thank you I have been doing a few things wrong and this was sooo helpful.
Když jsem viděl to extrahovat vše, tak jsem málem spadl ze židle. Zdravím sousede.
Nazdar chlapáku
Penjelasan dan ilustrasinya mudah dipahami, mantap!
Dokonale explainer video!
Just wow so clear! Thanks!
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.
great informations 👏🏻👌🏻
Pekne vysvetlené 💪🏽
Please make a tutorial on how to create these maps and model them on blender please
Thanks man it helped me a lot 🎉
thank you this video is very usefull for me
Very good explanation.
incredible thank you very much fr this video
Thank you so much. Subscribe done. Your all videos are very helpful for me❤❤❤❤
very informative. helped a lot
That was really nice , good job man 😁
thanks man, it was very helpful👌🏻
Make a video, literally achieving this realistic result. From the beginning, please!!!
2:47 I'm not criticizing but wouldn't a rubber that absorbs all light appear black instead of white? I've been trying to understand what makes something reflective for a long time and I don't think it's just how smooth it is. You could polish any material to a 'mirror finish' of flatness and it wouldn't be as reflective as the metal used in mirrors. Why does a perfectly smooth, flat rubber surface scatter light so well? Is it that some of the light penetrates and bounces around before returning to the environment? I think this is the explanation but I'm not certain, I've always heard it explained as surface roughness being responsible but I'm not convinced.
wonderful view
Nice Vid..✨✨✨
rough surfaces don’t absorb light. dark or colored surfaces absorb certain light wavelengths. rough surfaces just diffuse light.
thank you for this video
great video!! but why switch the color space to "non-color"? what does it do?
super useful
Cool edit
Is it suitable for creating minecraft textures?
TYSM❤
stop rotating the images like crazy, god dang it, i almost got motion sickness dude
man up
thank you so much
I have a question. Is there any possible simple and proven way to create those images for those material maps? I'm guessing that it's probably not enough to take a photo of a surface with a mobile phone (for example, a road, a tree trunk or even a lawn) and create all the maps purely from that photo so that they would be perfectly realistic in the rendered result.
can we make our own pbr materials from png? like taking a wood png from google and making its normal map or color map?
Love it
That's cool
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
Me just watching this while I have no idea about blender, 3d rendering or PBR Materials: 👁👄👁
Finally, someone who doesn't use an AI voice for click bait
6:40
this is the best use of ai voice
Voxels still have the potential to look better
Not rotated enough. Need more rotations. 🥴
Good vid tho. Needed this
PBR was a cool technology to learn at first a while back, now it's just knowledge a bunch of normies have figured out because they've loaded up blender once
Nice
New sub
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.
The game requires nasa computer
It's not a game
Minecraft has pbr shaders
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 >
Ive seen this in space engine i think
Pabst Blue Ribbon did all 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"
I thought this was about a minecraft texture pack
PBR - Policy Based Routing? 🤨
I find it hilarious how my pc can run rdr2 better than Minecraft shaders
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.
Minecraft block pbr for pixels
Dobry kamo
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 spin is nauseating lol
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
Good info. But greatly dislike the robo-voice. Hire a human.
No
@@coreycarriesyou vs everyone else then
@@maurovisualsno
agreed
Not everyone has enough money for that.
🖤
Altenwerth Mountain
Normal
Thanks, that was useful but please don't spin the material
Wait isn't the roughness explanation completely wrong? what do you mean rubber absorbs light? Things that absorb light are black, rubber just diffuses the light, meaning that every ray that hits it goes into a different direction because it's uneven and porous
You are right, my statement was wrong so let me clarify. Rubber has higher Roughness, therefore it producs more diffuse reflections where light is reflected in all directions rather than in a single direction. It also absorbs some light due to the rubber properties, but most materials reflect the same amount of light but in different ways based on how rough the rurface is. That's why the specular reflection in the principled BSDF should be mostly set to 0.5 and only the Roughness should be adjusted.
6:36 ty si cz? :D ten windows je v češtině hmm
To je dost možné 🤙
Gonzalez Melissa Anderson Christopher Jones Jeffrey
This is great but why use ai voice?
Microphone dead
@@GraffinityOfficial damn
Damn does it need a wheelchair?@@GraffinityOfficial
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
Moore John Lewis Christopher Taylor Shirley
i thought he was actually talking
6:41 yooooooooo FL Gang?! 👀 🥕 a fellow producer, I see?
Well first, you could stop spinning it.
Nope
@@GraffinityOfficial lol