PS1 Per-Vertex lighting in blender test and comparisons. (ft. nineball)

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  • เผยแพร่เมื่อ 20 พ.ย. 2024

ความคิดเห็น • 35

  • @drwilyecoyote5357
    @drwilyecoyote5357 7 หลายเดือนก่อน +7

    he lives.

  • @DIVINEPURGATION
    @DIVINEPURGATION 7 หลายเดือนก่อน +16

    cant believe snes nerd turned nineball into a real thing, thank you snes nerd

  • @cattunger
    @cattunger 7 หลายเดือนก่อน +4

    Super cool dude, glad to see you're still working on stuff

  • @glubiix.
    @glubiix. 7 หลายเดือนก่อน +8

    can't wait to see an allmind/nineball/chief collab at some point

  • @nizalmuhammad9689
    @nizalmuhammad9689 7 หลายเดือนก่อน +9

    Your animation skill really amazing 🔥

  • @Nine-Ball
    @Nine-Ball 7 หลายเดือนก่อน +8

    Impressive

  • @operatorinmask4066
    @operatorinmask4066 7 หลายเดือนก่อน +3

    Perfect, i made Nine Ball action figure version in Prisma3D, but since mobile 3d modelling and animation issues and my slowness in skill upping he is not 1:1 accurate.
    (Someday i show him, but don't know how and there)

  • @LandyRShambles
    @LandyRShambles 6 หลายเดือนก่อน +2

    horrifying that Blender doesn't just support per-vertex lighting out of the box. thanks for this!

  • @hyperflares2879
    @hyperflares2879 7 หลายเดือนก่อน +1

    Beautiful chunky efforts. Thanks.

  • @keplomancer
    @keplomancer 7 หลายเดือนก่อน +1

    awesome

  • @Rajo_darksun
    @Rajo_darksun 7 หลายเดือนก่อน +5

    Yo really good, Maybe will try myself. Also how did you extract models from psx, i tried myself and well extracted models were corrupted or something. So what tool did you used?

    • @snesnerd3988
      @snesnerd3988  7 หลายเดือนก่อน +4

      ye the models are ripped, i used an emulator called avocado, it has a scene ripper for ripping models. its very finicky.

    • @Rajo_darksun
      @Rajo_darksun 7 หลายเดือนก่อน +1

      @@snesnerd3988 Ok, thanks for info, will report later.

    • @Rajo_darksun
      @Rajo_darksun 7 หลายเดือนก่อน

      ​@@snesnerd3988 Hey, good day, one more question. Does your ripped models are asymmetrical too? or it's problem from my side?

    • @snesnerd3988
      @snesnerd3988  7 หลายเดือนก่อน +1

      @@Rajo_darksun yes but i try making them as symmetrical as possible

    • @Rajo_darksun
      @Rajo_darksun 7 หลายเดือนก่อน

      @@snesnerd3988 Same, thanks.

  • @WanderingEndless
    @WanderingEndless 7 หลายเดือนก่อน +6

    1:53 "normals are obviously to blame"
    Nothing new.

    • @klortikterra4423
      @klortikterra4423 5 หลายเดือนก่อน

      only real ones will understand the joke.

  • @PatrickDosSantosLima
    @PatrickDosSantosLima 7 หลายเดือนก่อน +5

    Now I understand the delay in posting video
    It must be difficult to call the nine ball for a FT, right lol
    Edit: What a fun song, I loved it 🫶

  • @Lyzokiel
    @Lyzokiel 7 หลายเดือนก่อน +1

    I'M LEARNIIIIIINNGG WOOOOOOOOOO!!!!

  • @KiteeTheFox
    @KiteeTheFox 7 หลายเดือนก่อน +1

    Sir, it looks awesome as shit.

  • @PatinaGames
    @PatinaGames 5 หลายเดือนก่อน +1

    I’ve been working on a way easier way of doing this, something that would make it viable for entire scenes to be lit and as close to regular lighting as i could possibly make it. For retro and regular productions that want to make rendering faster at the cost of bounce lights. I have a demo posted on my channel.
    Btw, love your style, I hope to make some neat levels and models soon :D

  • @milesbrown2261
    @milesbrown2261 24 วันที่ผ่านมา +1

    bisexual nineball

  • @LarsHost
    @LarsHost 6 หลายเดือนก่อน +1

    Hi! Did you modify this setup? I can’t figure how to add multiple lights sources and separate objects with shader from that video
    Ps. You showed multiple lights setup, sorry rushed with the comment

    • @snesnerd3988
      @snesnerd3988  6 หลายเดือนก่อน +1

      2:34 you need to add both another geonode modifier and an attribute node in the material editor to add multiple light sources. name your geonode something like light in the vector of outpute attributes and then use the attributes node to find what ever you named your geonode.

    • @LarsHost
      @LarsHost 6 หลายเดือนก่อน

      Thanks! Yeah I saw it in video. But how did you animate things? This setup requires applying transformation every time

    • @snesnerd3988
      @snesnerd3988  6 หลายเดือนก่อน +1

      drivers, i use an empty or literally any object to determine where the light should be in space, the blend file linked has a driver set up with its example lights in the geonode. just copy and past those drivers into your new geonode and edit the drivers to be following what ever you want your light source to be.
      this is why i said this effect is not very practical. it is literally its own render engine, a render engine that requires you to manually set up every light. you setting up the normals, your setting up the diffuse and interactions with your models and you setting up its 3d space and transforms all manually... blender eevee does that all the automatically.

  • @bobalinx8762
    @bobalinx8762 5 หลายเดือนก่อน +1

    I’ve downloaded the file you linked to but I have no idea how to modify it. How do I add a second light?

    • @snesnerd3988
      @snesnerd3988  5 หลายเดือนก่อน

      need to add another geometry node, then in your material you need to add another attribute node set to your second geonode

    • @bobalinx8762
      @bobalinx8762 5 หลายเดือนก่อน

      ⁠@@snesnerd3988I can’t make another geometry node for the second light, how do you do that?

    • @snesnerd3988
      @snesnerd3988  5 หลายเดือนก่อน +1

      ​@@bobalinx8762just duplicate the first one in the modifiers

    • @bobalinx8762
      @bobalinx8762 5 หลายเดือนก่อน

      @@snesnerd3988I tired, but I can’t paste geonodes onto the second light’s geonodes page.

    • @snesnerd3988
      @snesnerd3988  5 หลายเดือนก่อน

      @@bobalinx8762 when you duplicate the geonode modifier, there should be a little number by the geonodes name, click that and it will make it, its own separate geonode from the one you duplicated it from. then at the bottom of the geonode modifier the drop down output attributes has a thing called vector, thats where you will name your geonoded to link to your materials. you will add a attribute node in the materials set the type to geometry and set the name to be the same name your set the vector in the geonode modifier. to get the light to work with the material just duplicate the add color node to mix both the attribute nodes and then plug your add color into the add color thats connected to the environment color node.
      2:31 this is exactly how my set up is to have multiple lights.

  • @beanut7759
    @beanut7759 6 หลายเดือนก่อน +1

    Heck you
    Unballs your nine