This Node is a GAME CHANGER for Blender Materials!

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  • เผยแพร่เมื่อ 18 ต.ค. 2024

ความคิดเห็น • 237

  • @CurtisHolt
    @CurtisHolt  2 หลายเดือนก่อน +5

    💎 Get Afterglow: curtisjamesholt.gumroad.com/l/afterglow
    ⭐ Also on Blender Market: blendermarket.com/products/afterglow
    ❤ Join as a Member: www.youtube.com/@CurtisHolt/join
    ❤ Join as a Patron: patreon.com/curtisholt

    • @Nobmaser
      @Nobmaser 2 หลายเดือนก่อน

      Bro you gey?

  • @cd2028
    @cd2028 2 หลายเดือนก่อน +52

    I love how a free and open source tool like blender brings brilliant people like you guys together to make cool shit

  • @jeffg4686
    @jeffg4686 2 หลายเดือนก่อน +29

    Really nice result. Maybe this one deserves a paper.

  •  2 หลายเดือนก่อน +1

    Nice node !!! Hope it will be realeased soon !!!

  • @Tokyodb
    @Tokyodb 2 หลายเดือนก่อน +14

    Where the “shut up and take my money” meme when you need it?
    Incredible work. Keep us posted!
    🦄

  • @hectorthespector
    @hectorthespector 2 หลายเดือนก่อน +15

    Wow, these experimentations could be really game changing! Great work Curtis & Chris 👏

  • @fiveoneecho
    @fiveoneecho 2 หลายเดือนก่อน +11

    Hexagon scattering is simple a case of voronoi scattering where it’s using a regular seed pattern to generate the voronoi graph. The reason you don’t see it used often is because the regular pattern can really stand out. The blend method here does a fantastic job of hiding the regular borders though (since it makes them irregular :P) so you can use the hexagon grid as an optimization- and that’s really cool!

  • @stianandreassen4895
    @stianandreassen4895 2 หลายเดือนก่อน +4

    Don't know if you said, but can we expect a public release for this anytime soon? Would be a instant pickup for me.

  • @susanyoung6579
    @susanyoung6579 2 หลายเดือนก่อน +3

    🦄 I love that you're teaching people how to seed their creations from physical reality. More of this please.

  • @rsher_digital-art
    @rsher_digital-art หลายเดือนก่อน +1

    🦄 I can't wait to get this wonderful node group!

    • @CurtisHolt
      @CurtisHolt  หลายเดือนก่อน

      Should be available soon! It’s been ready to release for a week or two but I’ve been moving house so haven’t been able to record the release video yet. Just managed to get things set up yesterday, so hopefully I can get it done soon.

  • @taerog
    @taerog 2 หลายเดือนก่อน +4

    A wonderful tease! A very good high level explanation.
    Can't wait to be able to get my hands on something like this. it's extremely interesting. and btw your afterglow is quite useful. 🦄

  • @StudioHoekhuis
    @StudioHoekhuis 2 หลายเดือนก่อน +4

    Cool, can't wait to see this as a product!🤖

  • @leafy_5
    @leafy_5 2 หลายเดือนก่อน +12

    “Hexagons are Bestagons”!!! A nod to CGPGrey? Also what a genius solution! Great explainer video 🦄

  • @duncanrudd348
    @duncanrudd348 2 หลายเดือนก่อน +2

    Really interesting Curtis. Looking forward to seeing where this goes next 🦄

  • @KROMisall4SKIN
    @KROMisall4SKIN 2 หลายเดือนก่อน +4

    ❤ great work here would love to see more about this node and setup 💯 🦄

  • @Arc.M
    @Arc.M 2 หลายเดือนก่อน

    Curtis : "so this is quite messy",
    Curtis 1 second later : shows very satisfying visual node organization

  • @imeshh
    @imeshh 2 หลายเดือนก่อน

    This node is incredible, and such a relaxing lovely video to watch :)

  • @ChristopherSchiller
    @ChristopherSchiller 2 หลายเดือนก่อน

    Love the "inside the ballpark" quality of these exciting developments. 🦄

  • @davidcapuzzo
    @davidcapuzzo หลายเดือนก่อน

    Looking forward to this power node!🦄

  • @innanoshe
    @innanoshe 2 หลายเดือนก่อน +2

    this is absolutely insane

  • @mikewalsh8041
    @mikewalsh8041 2 หลายเดือนก่อน

    Great results! Thank you. 🦄

  • @AdamEarleArtist
    @AdamEarleArtist 2 หลายเดือนก่อน

    Woaaaah! The world just keeps getting better. Thanks for sharing.

  • @RazsterTW
    @RazsterTW 2 หลายเดือนก่อน +1

    🦄 That is some amazing work. Thanks for showing and thanks @krisp

  • @Glowbox3D
    @Glowbox3D 2 หลายเดือนก่อน

    Incredible node! Thank you for the excellent breakdown.

  • @sebastianruiz1166
    @sebastianruiz1166 2 หลายเดือนก่อน +1

    This one looks exciting!! 🦄

  • @JonasMostert
    @JonasMostert 2 หลายเดือนก่อน

    This is amazing! Big props to Kris and yourself. I studied computer graphics and still the quality of this kinda blows my mind. :D

  • @90snebula
    @90snebula 2 หลายเดือนก่อน +1

    Can you do an example on a tiled texture? Like a fired ceramic tile? If you have different images of each individual tile are you able to randomly tile them in different patterns and size?

  • @timnolte2093
    @timnolte2093 2 หลายเดือนก่อน

    Whoa. Can’t wait to get my hands on this when you release it! 😲🦄

  • @laislasupernova4961
    @laislasupernova4961 หลายเดือนก่อน

    Amazing work!!

  • @rsher_digital-art
    @rsher_digital-art 2 หลายเดือนก่อน

    Wonderful nose group. I can't wait to access it myself. This is very, very exciting news. Thank you and I wish you all the best with your health issues. Chris.
    🐴

  • @leodegrance5609
    @leodegrance5609 2 หลายเดือนก่อน

    This looks very promising! Looking forward to see where it goes!🦄

  • @baril3d
    @baril3d 2 หลายเดือนก่อน +1

    Really interesting concept!

  • @bradleypjones
    @bradleypjones 2 หลายเดือนก่อน

    🦄 can't wait to see what you do with this.

  • @Highcastle_of_Geek
    @Highcastle_of_Geek 2 หลายเดือนก่อน

    🦄 Looking forward to future developments…cheers

  • @malekulapakipaki324
    @malekulapakipaki324 2 หลายเดือนก่อน

    nice work! interesting to get not only instrument and manual, but whole evolution of how it was invented which can be useful for other people and their own instruments in the future.

  • @ashd1930
    @ashd1930 2 หลายเดือนก่อน

    Amazing work, and great explainer vid! 🦄

  • @kyliehalley160
    @kyliehalley160 2 หลายเดือนก่อน

    Such amazing work! I'd love to see how this progresses and if it might be able to be baked into or transferred to a real-time game engine. Such a 🦄node!

  • @Nebulous6
    @Nebulous6 2 หลายเดือนก่อน

    I've only been waiting for a solution like this for cleaner spherical mapping for, oh... 30 years now? Nicely done!

  • @aayushchoudhary5329
    @aayushchoudhary5329 2 หลายเดือนก่อน

    Incredible Work Really Nice Results even for a Inprogress Research 🦄

  • @stianandreassen4895
    @stianandreassen4895 2 หลายเดือนก่อน

    I neeeeed this. I've created my own voronoi scattering nodes with some custom features, but this looks so much more useful and flexible. Great tech! :)

  • @nicolaspuppo1435
    @nicolaspuppo1435 2 หลายเดือนก่อน

    its a game changer, looks amazing 🦄

  • @liteningstrike12
    @liteningstrike12 2 หลายเดือนก่อน +1

    Can you please drop a link to the previous research you found about hexagonal texture scattering and height map blending? I’d love to adapt those techniques to other more npr use cases!

    • @krisp-
      @krisp- 2 หลายเดือนก่อน +2

      I came up with most of it by myself tbh so I don't really know where to find resources. I might do a blog post on my tumblr on proper height blending since I made some interesting discoveries and got into quite a bit of math, but the general scattering is pretty simple conceptually. you have cells that map a texture to them like a typical tiling setup, the issue is that each pixel only samples the texture once so you get seams between the cells. to fix this, you have each cell also sample the texture transformed such that it matches one of the neighbors, and you can use that new texture sample to check how a texture scaled larger than the cell might overlap from that particular neighbor. you do that for each neighbor and either use regular blending or some kind of height blending to blend between the cells at the seams :3
      Square grids are quite common for this but you can imagine how doing 9 texture samples can get a little expensive. you can optimize this further if youre clever you can reduce the texture samples a lot, and with hexagonal tiling and some clever neighbor optimizations, this setup only does 3 texture samples :D

    • @liteningstrike12
      @liteningstrike12 2 หลายเดือนก่อน

      @@krisp- very thorough, thank you! If you have other technical blog posts I’ll check them out! In terms of height blending, is it a smooth max function mixed with distance from the edge of the cell, or is it something more complex? Once I’m set up again I want to try creating my own setup with a uv grid texture to really get into the nitty gritty.

    • @krisp-
      @krisp- 2 หลายเดือนก่อน +1

      @@liteningstrike12 no smooth max here because it tends to cause some problems with brightening close to equal values that blend together. regular maximum with some smoother color blending is pretty sufficient.
      It's also a bit more complex than just distance to the edge of the cell conceptually, but math-wise its pretty optimized. It's much smoother and avoids the hard edges you get with that cell distance, the general idea is that each cell has these smooth "weights" that fade out to 50% towards the edges and fade out more beyond the edges, and the sum of all cell weights always sum up to 1 before any custom weighting for height blending.

  • @henkkok9437
    @henkkok9437 2 หลายเดือนก่อน +1

    Fascinating work, tnx for sharing and could indeed make for a cool product.

  • @sander-wit
    @sander-wit 2 หลายเดือนก่อน

    Beautiful work and results! 🦄

  • @PumpkinHook
    @PumpkinHook 2 หลายเดือนก่อน

    Now this would be a real interesting tool to use, Really would love to play around and see what can be created or combined for it! 🦄

  • @zachhoy
    @zachhoy 2 หลายเดือนก่อน

    The scalpel + thumb print mode is really quite slick

  • @halafradrimx
    @halafradrimx 2 หลายเดือนก่อน

    Incredible work! I would like to acquire this node you're working on!
    When will it be ready?

  • @Fin365
    @Fin365 2 หลายเดือนก่อน

    🤣 Absolutely loved the epic intro. (Long-time lurker here. Big fan of your channel. Keep up the great work)

  • @a2_games
    @a2_games 2 หลายเดือนก่อน +2

    I wonder if it works with bricks texture

  • @Fess__dtm1
    @Fess__dtm1 2 หลายเดือนก่อน

    I really like the cinematic intro about most touching topic in blender

  • @hisroyalillness
    @hisroyalillness 2 หลายเดือนก่อน

    Great video and setup 🦄

  • @azithoth6860
    @azithoth6860 2 หลายเดือนก่อน

    🦄 this gave me some stuff to think about for my own experimenting, very cool

  • @wuzzterfuzz5277
    @wuzzterfuzz5277 2 หลายเดือนก่อน

    🦄 this is so cool. I would be curious about the math. But truly, this functionality is so insane. Would buy this as a standalone product for sure. That blending is incredible

  • @P9_STUDIO
    @P9_STUDIO 2 หลายเดือนก่อน

    LOVE It, and cant wait to see more examples 🎉🦄

  • @lokmanahmad6804
    @lokmanahmad6804 2 หลายเดือนก่อน

    🦄 it's just blow my mind and having thought in maybe in future just build plane, cube or low poly as model and texturing doing the rest to achieve final result. Power of scattering

  • @Jwalk9000
    @Jwalk9000 2 หลายเดือนก่อน

    🦄 this exactly what have been trying to accomplish for terrain in UE5.

  • @tymosulek
    @tymosulek 2 หลายเดือนก่อน

    🦄 Looks very promissing!

  • @greentokyo
    @greentokyo 2 หลายเดือนก่อน +1

    This is amazing!

  • @jamescampionn
    @jamescampionn 2 หลายเดือนก่อน

    looking forward to this as a tool!would be amazing for more realistic procedural wear (scratches, dents, etc.)

  • @redratpetrax
    @redratpetrax 2 หลายเดือนก่อน

    Respect. Love what s you doing..

  • @davidmcsween
    @davidmcsween 2 หลายเดือนก่อน

    Alright that's legitimately amazing

  • @quadcom
    @quadcom 2 หลายเดือนก่อน +1

    Holy crap! I'm not super skilled in texturing (yet) but this does look like a game changer. Is that node going to be released as a product on its own?

    • @CurtisHolt
      @CurtisHolt  2 หลายเดือนก่อน

      It will likely be released as a standalone product, but we are still discussing it.

  • @leolehane9988
    @leolehane9988 2 หลายเดือนก่อน

    I am... Insanely impressed, especially my that math. where can you learn all of this more advanced texturing workflow and skills? Loved the video, keep up the great work 🦄

    • @krisp-
      @krisp- 2 หลายเดือนก่อน

      A lot of the math knowledge is just a solid understanding of math and shaders from things like graphics programming now applied to material workflows again in blender :3 I do quite a bit of graphics programming and I think that's probably the best context to learn this level of math in the context of shaders

  • @RisingFox
    @RisingFox 2 หลายเดือนก่อน

    🦄 That is very impressive!

  • @HaydenHatTrick
    @HaydenHatTrick 2 หลายเดือนก่อน

    Best video open. I'm a sucker for a good dramatic.... pause.

  • @colinFizgig
    @colinFizgig 2 หลายเดือนก่อน

    so it looks like you are using Lighten/overlay/multiply to blend the height maps? I've seen similar approaches for making noise blend across seams.

    • @krisp-
      @krisp- 2 หลายเดือนก่อน +1

      while this method does allow you to use those kinds of blending modes to blend between cells, this implementation actually uses some custom heightmap-based blending :3

  • @colepat
    @colepat 2 หลายเดือนก่อน

    incredible. 👨‍🔬

  • @danielgoncalves3980
    @danielgoncalves3980 2 หลายเดือนก่อน

    🦄
    This is insane work

  • @orbatos
    @orbatos 2 หลายเดือนก่อน

    🦄 I had been wondering what you were doing with this, interesting.

  • @sudabadri7051
    @sudabadri7051 2 หลายเดือนก่อน

    epic stuff mate, this will save a lot of tears lol

  • @BurnartOz
    @BurnartOz 2 หลายเดือนก่อน

    Very cool. 🦄

  • @waporwave5066
    @waporwave5066 2 หลายเดือนก่อน

    this is really really cool

  • @kingadam8064
    @kingadam8064 2 หลายเดือนก่อน +8

    Is this node available anywhere? 🦄

    • @CurtisHolt
      @CurtisHolt  2 หลายเดือนก่อน +14

      Not just yet as we’re still experimenting, testing, optimising. Discussing whether to make it available as a standalone tool.

    • @jeffg4686
      @jeffg4686 2 หลายเดือนก่อน +1

      @@CurtisHolt - I'll be looking for it too

    • @martinheimdahl5482
      @martinheimdahl5482 2 หลายเดือนก่อน +9

      @@CurtisHolt I would love to buy it as a standalone when available, great work as always

  • @SirLithen
    @SirLithen หลายเดือนก่อน

    I'd love to get my hands on this tool!🦄

    • @CurtisHolt
      @CurtisHolt  หลายเดือนก่อน +1

      It's now available, if you're interested in checking it out!
      th-cam.com/video/Sfj-jiJvl_I/w-d-xo.html

    • @SirLithen
      @SirLithen หลายเดือนก่อน

      @@CurtisHolt I had completely missed that video, thank you!

  • @DanielOakfield
    @DanielOakfield 15 วันที่ผ่านมา

    Any updates? Given enough available machine resources, it seems likely that this node could be included in a future Blender update.

    • @CurtisHolt
      @CurtisHolt  15 วันที่ผ่านมา

      The most recent update was the release of the node groups on Gumroad:
      th-cam.com/video/Sfj-jiJvl_I/w-d-xo.html

    • @DanielOakfield
      @DanielOakfield 14 วันที่ผ่านมา

      @@CurtisHolt Going to check! Thanks!

  • @NOCTURNUSFILM
    @NOCTURNUSFILM 2 หลายเดือนก่อน

    🦄 Nice one!

  • @mikeschmitt9725
    @mikeschmitt9725 2 หลายเดือนก่อน

    🦄great work! take care of yourself

  • @ajtatosmano2
    @ajtatosmano2 2 หลายเดือนก่อน

    Verrry nice. 🦄

  • @HOOKD-UP
    @HOOKD-UP 2 หลายเดือนก่อน

    Incredible. But can you make any not tileable texture seamlessly tileable and bakeable into assets for game engines???

  • @LonnonFoster
    @LonnonFoster 2 หลายเดือนก่อน

    🦄🐝Some amazing clever going on in here.

  • @JoshuaMerrill042
    @JoshuaMerrill042 2 หลายเดือนก่อน

    want this! 🦄

  • @HM---
    @HM--- 2 หลายเดือนก่อน

    I'd be curious to see what this kind of blending does to textures like wooden planks that have very defined directions. I'd assume it won't look anything like an infinite wood texture but it's hard to imagine what the end result would actually look like.

    • @krisp-
      @krisp- 2 หลายเดือนก่อน

      Certain textures with more directionality can work decently well if you juts use random positional offsets and maybe scaling instead of random rotation, but very uniform textures or things with very defined repeating patterns are definitely the weakness of these kinds of texture scattering approaches. That's also largely due to the fact that with a texture like wooden planks, there honestly isn't a way to cleanly map that onto a 3d object without UV unwrapping to begin with.
      What it would look like here though is hexagonal cells with that same kind of heightmap blending between each cell, mapped to each of the 3 axes via triplanar mapping. sorta like 3 hexagonal tiling wood textures with random transforms in each cell projected onto the x y and z directions.

  • @MrJfletcher12345
    @MrJfletcher12345 2 หลายเดือนก่อน

    Would you be able to export the result of these models as a USD? I’m looking for way to apply realistic organ textures to anatomical reconstructions in an automated fashion that would avoid the need to UV unwrap?

  • @Drew_Vernon
    @Drew_Vernon 2 หลายเดือนก่อน

    No emoji from me, because emotions are complex and multivariant and cannot be captured in pictographic form. But I did indeed make it to the end. Very interesting approach.

  • @Vospi
    @Vospi 2 หลายเดือนก่อน

    Looks amazing. The hill climbing algorithm (right?) is right at home here.

    • @theneonbop
      @theneonbop 2 หลายเดือนก่อน

      its probably just thresholding the depth with some amount of blending

    • @krisp-
      @krisp- 2 หลายเดือนก่อน

      @@theneonbop pretty close! but there are some unique challenges. rather than interpolating colors (which is really just a weighted sum) you take a weighted maximum of the heightmaps, meaning you darken each heightmap by some factor and take the max. the issue with this is that while the sum of two heightmaps multiplied by 0.5 is still 0.5 on average, the max of two heightmaps multiplied by 0.5 is much darker, so by itself this produces pretty dark and noticeable seams between cells or triplanar edges.
      tldr theres a liiittle bit more math involved with taking a proper weighted maximum of two heightmaps but yeah its otherwise pretty similar to interpolation :3

  • @evilotis01
    @evilotis01 2 หลายเดือนก่อน

    wow. this looks rad.

  • @vailreth4126
    @vailreth4126 2 หลายเดือนก่อน

    🦄I need this kinda node in my life.

  • @soundsbeard
    @soundsbeard 2 หลายเดือนก่อน +1

    @CurtisHolt
    7:29 are you aware, that you are demonstrating dx normal map?
    i mean its quite possible, that your node is taking this aspect into consideration under the hood.
    its just kinda weird to see dx normal map in the tutorial, while software you demonstrating it in uses ogl/vulkan.

    • @krisp-
      @krisp- 2 หลายเดือนก่อน +1

      oh wow thanks for pointing that out! I didn't actually catch that while making the node somehow even though I've made that mistake myself with normal maps in substance software. Since I spent a bit finding the correct signs of axes to use in the triplanar normal correction stuff, the normal correction in the shader was specifically geared towards directx normal maps instead of opengl/vulkan ones. It's a super easy fix but I'm so glad you caught it lol

    • @soundsbeard
      @soundsbeard 2 หลายเดือนก่อน

      @@krisp- thanks for reply, i wish someday all software will be able to detect these things automatically. or... dx normals would be dead at last ;D

    • @krisp-
      @krisp- 2 หลายเดือนก่อน +1

      @@soundsbeard would probably need metadata to check automatically :/ the only way to do it algorithmically would be to compare it against the gradient of the heightmap, but if you have the gradient of the heightmap you can just generate the normals on the fly anyway.
      I can get on board with killing dx normals though :3

    • @soundsbeard
      @soundsbeard 2 หลายเดือนก่อน

      @@krisp- ahahaah ;D dis is da wae.
      normals, generated from the height map might differ from those, baked from the sculpt. not that significantly may be, but algorithm based on checking normal map file with auto generated map from height sounds like a plan. may be this is exactly what UE uses under the hood (i've heard it detects map type on the fly).
      but i've never dived into it that deep. im just that Karen from the internet, whining around with 'you use wrong normal map type! you don't mark normal type in the filename! get me the manager!' ;D
      btw followed you on masto.

    • @krisp-
      @krisp- 2 หลายเดือนก่อน

      @@soundsbeard Yeah generating normals from height is essentially what the bump node does, just in a slightly different space :p the issue with that is you need triple the texture samples so normal maps are still generally better for realtime use.
      I appreciate the follow btw!

  • @Cosmic-books
    @Cosmic-books 2 หลายเดือนก่อน

    Awesome, can't wait to see what you eventually develop with this however it would be nice if you actually just released the node group without some sort of pre arranged package built around it.
    That way people could explore it on their own. 🦄

    • @CurtisHolt
      @CurtisHolt  2 หลายเดือนก่อน +3

      Sure, but it's not just one node group at the moment, and the work isn't completely done. There's the triplanar / biplanar nodes for multi-map and single images (or inputs). Then there's preamble / postable versions, which aren't finished for all of them, but then there's slightly more optimized versions of those which may or may not need to be 'ambled', and potentially other variations of the methods yet to be explored. So we need to decide on what to package (or how to package) the tool as a standalone.

    • @Cosmic-books
      @Cosmic-books 2 หลายเดือนก่อน

      @@CurtisHolt The advancement alone is worth waiting for. You rock, thanks for your hard work.

  • @SpidersFace
    @SpidersFace 2 หลายเดือนก่อน

    so. freaking. cool. 🦄

  • @mazherghabour
    @mazherghabour 2 หลายเดือนก่อน

    I like this one! 🦄

  • @juncando
    @juncando 2 หลายเดือนก่อน

    Excellent. I will buy it when my salary comes.

  • @robrob2835
    @robrob2835 2 หลายเดือนก่อน

    Exactly what substance does for ages. But nice blender users can do too

  • @TheRealJerseyJoe
    @TheRealJerseyJoe 2 หลายเดือนก่อน

    Very nice !

  • @lawrenade
    @lawrenade 2 หลายเดือนก่อน

    Ooooo, me likey…..and would love this!

  • @elebenty5709
    @elebenty5709 2 หลายเดือนก่อน

    Creatve, strange, and more abstract -- I have found my tribe. 😅

  • @Mincher
    @Mincher 2 หลายเดือนก่อน

    The results look fantastic! I do wonder though; why hexagons and not geodesic tesselation? Wouldn't triangles offer more fidelity?

    • @CurtisHolt
      @CurtisHolt  2 หลายเดือนก่อน +1

      It depends what you mean by fidelity in this case, the height blending can be done with different geometric patterns. Different patterns may be more appropriate for different types of underlying textures depending on the scale of details within the map. Different shaped meshes may present those textures better or worse depending on where the seams happen to lie on the surface, which may also be a matter of scale as much as the pattern of seams.
      So I guess the quick answer is: it depends, but it would be nice to give people as much option as possible.

    • @krisp-
      @krisp- 2 หลายเดือนก่อน +2

      hexagonal tiling has some unique properties that actually allow for fewer texture samples when blending with neighboring cells compared to a square grid or geodesic grid! the cell blending itself ends up requiring only 3 texture samples per pixel :3

  • @0rdyin
    @0rdyin 2 หลายเดือนก่อน

    I would really like to see a technical breakdown of this hex-tiling node..🦄🦄

  • @GermanFragEditing
    @GermanFragEditing 2 หลายเดือนก่อน

    Hey Curtis, can you look into an add-on called Magic Coordinate Addon and talk about it? ♥

  • @synkrotron
    @synkrotron 2 หลายเดือนก่อน

    mind blown
    oh... emoji, cos I made it to the end... has to be this one 🤯