REALTIME Shader Displacement for EEVEE!

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  • เผยแพร่เมื่อ 29 ก.ย. 2024

ความคิดเห็น • 117

  • @NICK....
    @NICK.... 4 ปีที่แล้ว +97

    In short:
    Magic

  • @ian.ambrose
    @ian.ambrose 4 ปีที่แล้ว +4

    free Screen Space Global Illumination add-on and now this... Just.. Wow...

  • @zblurth855
    @zblurth855 4 ปีที่แล้ว

    some game use that for some vegetation, MHW use it for moss of thing like that and the technique is pretty great for it

  • @sdhhdsakrtopw8271
    @sdhhdsakrtopw8271 4 ปีที่แล้ว +1

    I saw this artwork in Instagram and reddit

  • @whynotanyting
    @whynotanyting 4 ปีที่แล้ว +66

    The side effect in itself could be used for art

    • @balee6780
      @balee6780 4 ปีที่แล้ว

      Exactly

    • @PaolaVertemati
      @PaolaVertemati 3 ปีที่แล้ว +1

      I'm going to get BECAUSE of the side effect! beside being brilliant

  • @rengar5078
    @rengar5078 4 ปีที่แล้ว +37

    I think gta v was using this technique to create realistic foliage

    • @SOLO-NEVER
      @SOLO-NEVER 4 ปีที่แล้ว +1

      I believe so. Been modding since 360 and I've always noticed this effect especially on PC. I think rocket league also does this too.

    • @vanlentingayko
      @vanlentingayko 3 ปีที่แล้ว

      @@SketchyCosmos i saw that effect in 2003 flight sim and it was really confusing to ne when i saw the trees was not actually trees

  • @Alumx
    @Alumx 4 ปีที่แล้ว +21

    First ssgi now displacement, I'm loving all the hacks that community is coming up with to mitigate eevee limitations

  • @micemincer
    @micemincer 4 ปีที่แล้ว +17

    so its sort of a volumetric displacement. Now we need a trick to fill the gaps with closest color and voila

  • @inoyashakitbu1178
    @inoyashakitbu1178 3 ปีที่แล้ว +2

    hmm when I append the material then nothing happens ? could it be, that the mesh needs a lot of faces for this ?
    Dosnt work, I create a new simple object, append the material, create the new UV Map and also the modifier stack but nothing happens like in the Demo

    • @kiraart123
      @kiraart123 2 ปีที่แล้ว

      do you find the solution?

    • @inoyashakitbu1178
      @inoyashakitbu1178 2 ปีที่แล้ว

      @@kiraart123 I answer later

    • @kiraart123
      @kiraart123 2 ปีที่แล้ว +1

      I already find the solution by only switching to another version of blender

  • @TopChannel1on1
    @TopChannel1on1 4 ปีที่แล้ว +20

    how does one come up with these ideas

    • @infotoons212
      @infotoons212 4 ปีที่แล้ว +1

      In the last Blender Nest video Ben said he read about the technique being used in a video game and thought maybe it could be done in Eevee. After that it's all about Dogged determination and putting in the hours.

    • @Spickes92
      @Spickes92 4 ปีที่แล้ว

      Unreal engine has a default node for that it's called Parallax Occlusion Mapping

    • @dumpsky
      @dumpsky 4 ปีที่แล้ว

      logic, you dingus... 😁

    • @michaelbuckers
      @michaelbuckers 4 ปีที่แล้ว +4

      This technique existed for very long time in video games, it has been absolved in favor of raymarching because it's not efficient.

  • @nintencat
    @nintencat 4 ปีที่แล้ว +6

    Dude. That is fricken insane!
    I didn't pay upfront for the addon, but since using it, I'm going back to GumRoad and dropping a few extra dollars. Good stuff.

  • @kiraart123
    @kiraart123 2 ปีที่แล้ว +1

    how this work to other object? I already copy the modifier and material doesn't work

  • @lopoisaac
    @lopoisaac 4 ปีที่แล้ว +7

    Amazing! Reminds me of the clever approach used for the hair effect in the PS2 game "Shadow of the Colossus" (and I think they used something similar for the moss in "Death Stranding" too). Kudos to the genius who made this, I really hope the Blender devs watch this video! Thanks for this Curtis!

  • @cg.man_aka_kevin
    @cg.man_aka_kevin 2 ปีที่แล้ว +1

    But nanotech shader for Ironman version is far greater than robot nanotech shader...

  • @cybershellrev7083
    @cybershellrev7083 4 ปีที่แล้ว +4

    Parallax Occ Mapping in EEVEE would save alot of memory rather than Displacing all objects. I hope blender add's an easy node for it in the future.

  • @EdLrandom
    @EdLrandom 4 ปีที่แล้ว +40

    It's a very smart way of doing displacement, I wonder if it's actually less taxing on performance especially in the case of terrain on planes, you produce less geometry. It should be easier on VRAM for sure.

    • @logix8969
      @logix8969 4 ปีที่แล้ว

      Doubtful, just look at the choppy framerate at 1:35

  • @WillFalcon
    @WillFalcon 3 ปีที่แล้ว

    not bad, but not as good as I expected from 2020, quixel mixer is a good example of what users waiting from this age

  • @RyanKingArt
    @RyanKingArt 3 ปีที่แล้ว +1

    Whoah, thats Cool.

  • @ultraozy4085
    @ultraozy4085 3 ปีที่แล้ว +1

    this needs a step by step tutorial

  • @SaintMatthieuSimard
    @SaintMatthieuSimard 3 ปีที่แล้ว +1

    Hi, I am facing an issue: If I have multiple models that all has the same UV Map (Gradient), the texture node will not adapt from a model to the next and if I turn the UV MAP content label "Not Red" for one object, the next object loses its parallax. Is there a workaround? The only fix right now would be to make unique instances of each object's material so the UV Map selection doesn't conflict.

  • @GD-xn8zs
    @GD-xn8zs 4 ปีที่แล้ว +3

    Thanks a lot bro, great value here.🔥🔥🔥 U rock, this is what I wanted.

  • @pedromartins9049
    @pedromartins9049 4 ปีที่แล้ว +2

    I understood nothing, but great video anyway

  • @ogdraws_6919
    @ogdraws_6919 3 ปีที่แล้ว +2

    Eevee gonna beat Cycles' ass in the future

    • @CurtisHolt
      @CurtisHolt  3 ปีที่แล้ว

      I hope they keep improving it, there's definitely a lot of potential behind the engine.

  • @YonatanAvhar
    @YonatanAvhar 4 ปีที่แล้ว +3

    That is some really smart manipulation of Blender, I wonder if it (or something similar) will ever be implemented natively in Blender

  • @yasunakaikumi
    @yasunakaikumi 4 ปีที่แล้ว +5

    Is this the same method that unreal engine use on their parallax occlusion mapping?...

    • @trinumedia
      @trinumedia 4 ปีที่แล้ว

      Yep. Pretty much. Except the system is much more automated in UE4.

    • @MFSCraft
      @MFSCraft 4 ปีที่แล้ว

      Almost the same, but the way its implemented is different. Parallax occlusion mapping doesn't duplicate the mesh several times but instead does the 'layering' on a per-pixel basis.
      www.gamedev.net/tutorials/programming/graphics/a-closer-look-at-parallax-occlusion-mapping-r3262/

    • @trinumedia
      @trinumedia 4 ปีที่แล้ว +1

      @@MFSCraft The good thing with UE4 though, is you don't have the extra mesh hull drawing, and the parrallax can have a pixel vertex offset, meaning you can push out the edges of the mesh with the same parrallax system without the limits of parrallax which is generally restricted into the mesh boundaries.

    • @trinumedia
      @trinumedia 4 ปีที่แล้ว +1

      @@MFSCraft An example is the Gfur shaders and implementation, which uses that system.

  • @Monapowa
    @Monapowa 3 ปีที่แล้ว +1

    First of all, really amazing job!!!!
    How did he manage to create the new Loop Layer (in this case the Gradient UV at 0,0)? Can someone explain or link some documentation? Thanks.

  • @AtrusDesign
    @AtrusDesign 4 ปีที่แล้ว +2

    The idea is really great, but I really don’t like result, I want be free to move my camera without be worried about layer visibility.

  • @onnevankenobe
    @onnevankenobe 2 ปีที่แล้ว

    Very interesting an inelegant hack. I would never use it, it’s impractical but a cool experiment nonetheless

  • @CBSuper
    @CBSuper 4 ปีที่แล้ว +1

    Saw this on Twitter a couple days ago, was curious how it was done. Thanks for sharing!

  • @JoRoBoYo
    @JoRoBoYo 4 ปีที่แล้ว +2

    I read it as "eevee replacement" and what? 😂

  • @Just3DThings
    @Just3DThings 4 ปีที่แล้ว +4

    First

  • @jonathanvalentino3183
    @jonathanvalentino3183 2 ปีที่แล้ว

    so it's like a really really really big minecraft construction

  • @LittleFellaDynamics
    @LittleFellaDynamics 4 ปีที่แล้ว +1

    This is going to be really useful for my project 👌 I like the morphing capability on the robot, looks really cool in animation - perfect 🌠💯👀😎🔮🤖❤️🌟

  • @sagaevan9641
    @sagaevan9641 4 ปีที่แล้ว +1

    if the solidify modifer had the option to create multiple layers instead of just one outer and one inner layer, this could have soo much more use.

  • @safwanm3377
    @safwanm3377 ปีที่แล้ว

    Well, now ig geometry node would be better, for anyone coming now

  • @victorquiroga8957
    @victorquiroga8957 3 ปีที่แล้ว +1

    Which is the addon name?

  • @UnderseaDee
    @UnderseaDee ปีที่แล้ว

    Is there a way to bake the mesh displaced using this method?

  • @xlindvain
    @xlindvain 4 ปีที่แล้ว +1

    did I heard Minecraft landscapes in Eevee?
    (nice video tho

  • @vijeshktly
    @vijeshktly 3 ปีที่แล้ว +1

    Truly Awesome And Thank You...

  • @BlenderFan
    @BlenderFan 4 ปีที่แล้ว +1

    Thanks for showing and happy blending with blender.

  • @CGObaid
    @CGObaid 4 ปีที่แล้ว +1

    Second 😂

  • @khalatelomara
    @khalatelomara 4 ปีที่แล้ว

    I made a video about vector displacement for eevee ... problem is it is in arabic 😁!

  • @thevfxwizard7758
    @thevfxwizard7758 4 ปีที่แล้ว +1

    Shoot I needed this like a week ago. I’m glad it exists now!

  • @457Deniz457
    @457Deniz457 4 ปีที่แล้ว

    Holy SHIEEEEEAAAAT. Nice 👌😁

  • @borisvanderbeek3643
    @borisvanderbeek3643 3 ปีที่แล้ว

    It's basically a parallax map.

  • @etdle7
    @etdle7 4 ปีที่แล้ว +1

    Awesome content Curtis!

  • @khalatelomara
    @khalatelomara 4 ปีที่แล้ว

    what kind of sorcery is this !!!!

  • @deadman-zc5ro
    @deadman-zc5ro 4 ปีที่แล้ว

    I want to make something like this? " 01:50 - Nanotech Robot Example " can I do it with the free gumroad file since I can't buy the 2$ one cuz I can't have a credit card yet :(

  • @hotfrostmusicarchive4919
    @hotfrostmusicarchive4919 4 ปีที่แล้ว +1

    This is huge 🔥🔥🔥

  • @MrMallak6666
    @MrMallak6666 3 ปีที่แล้ว

    I just found this and I was wondering if anyone knows how to make the effect on the mech in UE4, or if its even possible?

  • @DimitriX-zq1dr
    @DimitriX-zq1dr 3 ปีที่แล้ว

    How do you compensate for the Array modifier offsetting all UV channels, instead of only specific one which you use as reference for layer height?

  • @Lrelni
    @Lrelni 4 ปีที่แล้ว +1

    ooh post today :D

  • @sebastienlopez7803
    @sebastienlopez7803 4 ปีที่แล้ว +1

    Jesus christ! at this rate cycles will be replaced by evee

    • @stillfree47
      @stillfree47 4 ปีที่แล้ว

      Nah cycles is beautiful. Very smooth results

  • @wojciechlesniak6096
    @wojciechlesniak6096 4 ปีที่แล้ว

    dou use UE4?

  • @Thebluebananas100
    @Thebluebananas100 4 ปีที่แล้ว

    could you make a step by step tutorial starting from scratch?

  • @hugoantunesartwithblender
    @hugoantunesartwithblender 2 ปีที่แล้ว

    And now with geometry nodes is just easier hehe

  • @lukostello
    @lukostello 3 ปีที่แล้ว

    I would have never gone through with this. I would have thought of it then gone "nah thats got to be the wrong way to do this, thats some sort of heresy"

  • @ArtInMotionStudios
    @ArtInMotionStudios 4 ปีที่แล้ว

    very interesting, is it faster and more flexible than the displace modifier though ?
    looks like a drag to setup.
    granted the displace modifier has it's own drawbacks.

    • @CurtisHolt
      @CurtisHolt  4 ปีที่แล้ว +2

      Well the whole point about this system is that you have absolute stylistic control over it from the shader nodes, which allows you to get the unique effects shown with the nanotech robot demo. This system also allows for 'volumetric' objects, in the way that the planes can form an interior where regular meshes would be just empty space.
      See this example of a similar version of the technique being used to represent CT scan data: twitter.com/Bbbn192/status/1310266754078253058
      Neither of these things can be achieved with a displace modifier alone.

  • @tigransafaryan6619
    @tigransafaryan6619 4 ปีที่แล้ว

    Gta 5 terrain is made with this effect. Cool stuff.

  • @iNaurto04
    @iNaurto04 4 ปีที่แล้ว

    This limitation of realtime displacement looks aesthetic

  • @Putra.319
    @Putra.319 4 ปีที่แล้ว

    OH MA GAH IT LOOKS LIKE TINY MINECRAFT WORLD!!

  • @xek0x4
    @xek0x4 4 ปีที่แล้ว

    This wonderful.

  • @vazak11
    @vazak11 3 ปีที่แล้ว

    This will come in handy!

  • @basspig
    @basspig 4 ปีที่แล้ว

    Where's the free download? All I see is a request for money before download is even possible.

    • @CurtisHolt
      @CurtisHolt  4 ปีที่แล้ว +1

      Enter 0 in the price field.

  • @mindofilia9787
    @mindofilia9787 4 ปีที่แล้ว

    I saw this nano robot in reddit

  • @ramoaleid4658
    @ramoaleid4658 4 ปีที่แล้ว

    this is evolution

  • @sobreaver
    @sobreaver 4 ปีที่แล้ว

    Mind blowing !

  • @crs11becausecrs10wastaken
    @crs11becausecrs10wastaken 4 ปีที่แล้ว

    POM in reverse.

  • @andreytrukhachev7417
    @andreytrukhachev7417 4 ปีที่แล้ว

    Cool👍👍

  • @Zev_Reef
    @Zev_Reef 4 ปีที่แล้ว

    Sure it uses an array, and closeup in UE4 it does look like an array of pixels, but does that other paid Pixel depth offset Parallax also use arrays or not?

    • @nintencat
      @nintencat 4 ปีที่แล้ว

      I've used a one with a parallax node set up and it didn't nearly work as well as this one.

    • @Zev_Reef
      @Zev_Reef 4 ปีที่แล้ว

      @@nintencat Why?, that's disappointing

  • @goku21youtub
    @goku21youtub 4 ปีที่แล้ว

    AO definitely doesn't work , soo thats false information , also shadowing is kinda borked. Tesselation Displacement from the opengl4 spec would be much better, I mean gpus come with extra hardware tesselation shaders , but blender thinks its better to use opengl3 because some 3rd world kid might use a 15 year old laptop

    • @spiderh
      @spiderh 4 ปีที่แล้ว

      Tesellation is tesellation and it is not a good idea, and never produce good results without use millions of polygons. Never forget, Eevee is realtime, and realtime engines need fast and light processes, like Parallax Occlusion Map or Relief Mapping.
      And do not only 3rd world kids use Blender. Most people use two graphic cards, one for Viewport, one for render. Example I use Intel's HD graphics for Viewport, and use my 1st GPU for Cycles render, because if not, I am not use my computer when I take render. I can not use second graphic card, because my card use two slot area. If Blender not support OpenGL 3, I can not use Intel's HD graphics. Why? Eevee is not a game engine. If you want high-end game engine, then use UE 5, not Eevee.

    • @goku21youtub
      @goku21youtub 4 ปีที่แล้ว

      @@spiderh i suggest you download unigine benchmark , and then turn off and on tesselation to see what i mean ! tesselation + displacement is a standard technique and there is extra hardware in gus to do that without much performance hit, yes even on your intel gpu , thats one of the greatest features since dx11 hardware. crysis and alot of other titles use it , its also implemented in quixel mixer , in substance painter and many other 3d tools for visualisation

    • @spiderh
      @spiderh 4 ปีที่แล้ว

      @@goku21youtub I am graphic programmer man, and I know what is what. You can use GPU Tesellation only for Macro Displacement, not Micro Displacement. If you want Micro Displacement, then you must use millions of polygons.

    • @goku21youtub
      @goku21youtub 4 ปีที่แล้ว

      @@spiderh if its good enough for substance and mixer, then its also good enough for eevee ... you just need it to create nice looking surfaces, its definitly better than the technique shown in the video here , what are you even trying to argue?. you´re a graphics programmer but you use your intel gpu for blender? lol

    • @spiderh
      @spiderh 4 ปีที่แล้ว

      @@goku21youtub It is not enough. And Substance is very slow.
      Eevee must have "Displacement + Parallax Occlusion Map / Relief Map" and can use together.
      A graphic programmer tests own code for every platforms. And I said, I use two GPU, Intel for primary GPU for display when I render Cycles. I set my primary GPU to secondary GPU for Cycles. Cycles uses GPU 100%. If you use same GPU for display, when render, your computer turns slide show machine.
      So, Blender must seperate Eevee render process and viewport process. Viewport must only need OpenGL 3.3, but Eevee process can use any OpenGL version, even Vulkan.

  • @gnightrow4020
    @gnightrow4020 4 ปีที่แล้ว

    This is a work around. why cant it be real geometry like in Cycles ?

    • @yasunakaikumi
      @yasunakaikumi 4 ปีที่แล้ว

      Cycles micro disp is based on Ray Tracing by pixel coordination, so the geometry you see with it is nearly impossible to be recreate on raster based graphics like Eevee or any other game engine, although there is a work around now called "Mesh Shader" or in Unreal Engine 5 they call it Nanite. As same as Micro Disp in ray tracing it's not suitable for deforming object but for solid only. only time will tell who will implement it to Blender, but i dont think with the current OpenGL can do it, maybe when Blender fully moves to Vulkan API would be a dream come true

    • @goku21youtub
      @goku21youtub 4 ปีที่แล้ว

      @@yasunakaikumi why are you lying ? Rasterisation doesnt care about poligon count. 10year old games like crysis2 already use hardware tesselation as outlined by opengl4 and dx11 spec ... Since then most aaa games have used hardware tesselation , its a free effect on modern gpus

    • @goku21youtub
      @goku21youtub 4 ปีที่แล้ว

      @@yasunakaikumi you deleted your post but ill answer anyways , its not implemented because most dcc´s target is not realtime graphics . but its implented in quixel mixer, in substance painter , in maya (although basic) and of course in ue4 and unity and most other gameengines

    • @yasunakaikumi
      @yasunakaikumi 4 ปีที่แล้ว

      @@goku21youtub ill just, sums it to you, Tessellation is basically subdivide on the fly based on the geometry of what the camera is looking at, it acts more like a mipmap rather than based of the pixel which is Mesh Shader is acting like...
      This is from official microsoft DX12 Mesh Shader into page
      "Mesh shaders subsume most aspects of Vertex and Geometry shaders into one shader stage by processing batches of vertices and primitives before the rasterizer"
      sounds familliar to micro displacement?, it is a new way of LOD system but more on GPU controlled which you can just put a displacement map on a mesh then let the GPU decide which will go up and down, basically it compute on vertex. I suggest just read it and understand that Tessellation wont even gonna cut it

    • @yasunakaikumi
      @yasunakaikumi 4 ปีที่แล้ว

      @@goku21youtub also we are talking about Eevee here, it's real time preview not for offline, yes they can implement Tessellation but god knows that feature is so taxing on GPU ram when there's so much stuffs you have tessellated because the original mesh data needs to be always in the Vram, while Mesh Shader can offload any stuff that is too far away and even lower the poly count reducing the ram then recall it portion of the mesh when needed. but it's up to devs which is better tho. since I cant program, I just read and test it out.

  • @waltage
    @waltage 4 ปีที่แล้ว +1

    well in game engines it can be as SUPER LODs

  • @itisohm
    @itisohm 4 ปีที่แล้ว +1

    How's no one talking about minecraft lol

  • @sheraixy
    @sheraixy 3 ปีที่แล้ว

    could you please make a video about the addOn „evee super parallax“?
    It seemes it does a similar thing but better with Nodes.

    • @sheraixy
      @sheraixy 3 ปีที่แล้ว

      blendermarket.com/products/super-parallax