I worked with LED billboards and stage screens for years, and TH-cam suggested this video to me today, after I spent some time in the donut tutorial series with Blender. The algorithm knows us so well it's scary. Great work. I'm gonna do this for my twitch stream! You're killing it with this.
In branding it's a no brainer, always put your work on a mockup, it helps build up broader vision and showcase your work in semi-real life more for audience
Very nice trick using the Light path node to separate the emission and the ligthing of the scene. I resolved it shading an area light which is more than enough for most real-life applications, but your solution is more flexible because it is not limited to planes and ellipses. You can make an spherical LED screen if you want.
If you ever come across the issue of wanting to render everything instead of using a video file for a texture first. You can take advantage of image sequence and scenes in blender to due just that. Because scenes are rendered in sequentially, so you can render what a eg; webcam would see first, then take that image rendered and use that as a texture and light source in the next blender scene. Now, sometimes you need to work with both scenes with compositing, good news is that you can render every scene in one scene's compositor node, (order can get tricky but not impossible). Problems I never got around to solve were automatic clean up while having intentional global illumination feedback loops looking just right without delayed frames, plus sometimes the first final frame broke. But yeah, blender is so amazing where blender problems can be solved with blender solutions. Really liked the video.
You unwrapped the plane with "Project from View"? Why? You took the default plane, it has a UV map filling the complete area. There was no need for unwrapping at all. But if you still want to do it and need the simple rectangular shape to fill the whole map, then use "Project from View (Bounds)". No need for fiddling around to manually adjust the size.
@@TallyHD I really like Ducky and his tutorials and this is just a question and a way to make it easier if he should not know (or other people who watch this). Relax yourself. Ducky is very knowledgeable so I'm honestly curious why he made something so strange.
wowww....I follow Sunday Screens & I absloluteeelllly love their screens & visuals, amazing I accidently ran into your account that actually make the content...I always comment on their stuff especially in regards to the quality of content on screen
Nice work! The only thing left is to visualize how the screen is held in the space. It is either an aluminum truss hanging from the ceiling on winches, or a support structure that stands on the floor.
Towards the end you mention the Normal map acting weird. When you first showed the setup, you had the Normal map still at sRGB instead of Non-Color. Did you try changing that?
Great Tutorial, the path trick is really practical. I do quite a lot of visuals in screens for work & to convey the final effect of the LED Screen, I like to mix in a polka dot texture (voronoi) to simulate the various pitch
That's a really cool animation indeed. Reminds me a little of the animation of the first Tron movie, where the main character (Flynn) gets zapped into the computer. ;-)
Do you have a tutorial on creating that platform on the floor? Reference is 13 seconds into the clip with drums. Love that look of that stage above the floor.
I have a VR Club I built in Unity with a full LED wall setup I can stream to where I can test out my own visuals for when I am making them for use on my actually LED screens during shows. We did a ton of EDM VR shows during covid in there
This was so unbelievably helpful! As a stage lighting designer I have been using some of your workflows to improve my renders and this one will certainly help. I especially love the video you made with the projectors. I've been working on moving head beam lights and lasers next. We'll see! Thank you!
For tye normal map looking flipped, textures downloaded online usually have a version for unreal engine(has DX in the name) and blender(has GL in the name) Alternatively if you dont have acces to a gl version of the normal map you can flip the greens to fix it
Surprised you didn't add some sort of pattern to the screen, usually with these large displays you can really see the individual grid of pixels when looking at them.
Hey ducky, I really enjoy your videos! I’m a self taught artist myself and I’m just struggling to figure out a style I could go with. I really like anime and cinematic scene. Do you have any tips on how to find an art style?
what would be nice and more accurate to real life is if you made a procedural texture that takes the image pixels and makes real micro leds that have red green blue colors. Also then add a layer of glass in front of the leds and turn on caustics. Would probably kill all pcs but it would be really cool
A fix for the Normal Map issue is to change the Color Space to Non-Color. Thats something I learned after years of doing it wrong xD So for everyone wondering why your Normals look strange, that's why. It also says while hovering over that it is used for normal maps as etc. :)
Hey Ducky, I just bought your new motion graphic course and I am loving it. I had a question though. Arent you using a new way of looping noise that simply involves using x*pi? I have seen you do it in a few recent tutorials but I cant seem to find the exact ones.
I’m not entirely sure what you’re talking about. The only way that I know how to loop the noise texture is the process that involves the mix RGB. The only time I use pi to loop a texture is in wave texture
Nice video, not taking us by the hand step by step. Still I feel it is missing a bit of explanation on how the light path actually works as it is the core of this video.
2:15 its hard to follow along when there's really way way of knowing what size things are. Can't you just make up a scale factor so that people can get some consistency?
ducky hey i want to show my animation on a 3*20 meter screen and i'm afraid of the reder qualty won't be enouph what best size for the video to use in this situation? That you ducky and your tutorials is really inspiring
Amazing tutorial! For some reason the I don't see my imported video in the UV Editing tab but I can see it play in the viewport shading tab. Do you know why this happens?
Is there a way to do this from Blender to After Effects? INstead of After Effects to Blender? That way I can just replace the composited footage and not have to wait for long renders?
how you get the saturation of emision,?? when i upgrade the level value of lights the color lose and change to white, but in your variation example the red still red,
hey ducky, amazing video :) i am on c4d+arnlod I am facing the same problem that you mentioned and i did try using 2 emission shaders , but in Arnold there is no such a thing as "light path" node ... can you please explain to me what does exactly the light path node do? i understand that you combine them both 1 for color and the other for brightness without burning the image, and the light path node mixing it ,but what is it doing?
It’s called rayswitch shader, you should read Arnold’s documentation, you can learn a lot not only about Arnold but rendering in general. By the way, don’t use emission for this, use mesh lights.
@@aydenn_art But the lines on the floor have perspective, they open towards us, and the reflection is squared. (15.02) Can't they follow the lines of the floor? If the floor had a false perspective, by making the edge close to us larger than the far one, would the image/reflection follow that shape?
reflections like everything, seem bigger towards us, because they get closer. Like the perspective the floor has. It might be a square but because it's in 3d world, it kinda opens towards us. It's not square , it has perspective. It;s like a triangle. I don't know how to explain it. It's like in drawing. You have 1,2,3 point perspective, but all have in common that things or part of things, get bigger towards the viewer. Like the floor does. But the reflection, doesn't follow the same perspective it remains square. It has no depth.
Why would the reflection be different from the object being reflected on a flat plane, that makes no sense. According to you, the reflection should have perspective but the object being reflected shouldn’t? Just type “reflection” on google images.
I worked with LED billboards and stage screens for years, and TH-cam suggested this video to me today, after I spent some time in the donut tutorial series with Blender. The algorithm knows us so well it's scary. Great work. I'm gonna do this for my twitch stream! You're killing it with this.
Haha that’s amazing
"Big Bother" knows us well...and yes, the 'r' is intentionally 😅'silent'.
In branding it's a no brainer, always put your work on a mockup, it helps build up broader vision and showcase your work in semi-real life more for audience
Man that light path mix shader trick for the emission strength of the LED wall is so good!
Am so grateful to have a channel that can teach me stuff with 1 hour long videos. Really appreciated
Myself and my team really started creating awesome renders for our marketing team with blender by just watching your awesome tutorials. Thanks mate😎
Very nice trick using the Light path node to separate the emission and the ligthing of the scene. I resolved it shading an area light which is more than enough for most real-life applications, but your solution is more flexible because it is not limited to planes and ellipses. You can make an spherical LED screen if you want.
If you ever come across the issue of wanting to render everything instead of using a video file for a texture first. You can take advantage of image sequence and scenes in blender to due just that. Because scenes are rendered in sequentially, so you can render what a eg; webcam would see first, then take that image rendered and use that as a texture and light source in the next blender scene. Now, sometimes you need to work with both scenes with compositing, good news is that you can render every scene in one scene's compositor node, (order can get tricky but not impossible). Problems I never got around to solve were automatic clean up while having intentional global illumination feedback loops looking just right without delayed frames, plus sometimes the first final frame broke. But yeah, blender is so amazing where blender problems can be solved with blender solutions. Really liked the video.
Do u have a tutorial of how to do as sounds efficient but I dont quite get all the steps you describe
Such a smart way to polish and ground more abstract animation
This is beautiful work! My mind is blowing up with ideas on how I can apply this to my projects. Thanks man.
That’s awesome man!!
You unwrapped the plane with "Project from View"? Why? You took the default plane, it has a UV map filling the complete area. There was no need for unwrapping at all. But if you still want to do it and need the simple rectangular shape to fill the whole map, then use "Project from View (Bounds)". No need for fiddling around to manually adjust the size.
Lol relax bro
@@TallyHD I really like Ducky and his tutorials and this is just a question and a way to make it easier if he should not know (or other people who watch this). Relax yourself. Ducky is very knowledgeable so I'm honestly curious why he made something so strange.
Muscle memory I guess 🤷
Muscle memory I guess 🤷
@@SamBenPro I was gonna say the same. It's just muscle memory, when you see a planar face
I think that I am supposed to try this one because it looks so easy to reproduce. Thank you, bro.
looks great fella. well done!
wowww....I follow Sunday Screens & I absloluteeelllly love their screens & visuals, amazing I accidently ran into your account that actually make the content...I always comment on their stuff especially in regards to the quality of content on screen
Nice work! The only thing left is to visualize how the screen is held in the space. It is either an aluminum truss hanging from the ceiling on winches, or a support structure that stands on the floor.
If the structure is behind like in a virtual production studio that would be almost invisible in the render
Towards the end you mention the Normal map acting weird. When you first showed the setup, you had the Normal map still at sRGB instead of Non-Color. Did you try changing that?
Great Tutorial, the path trick is really practical.
I do quite a lot of visuals in screens for work & to convey the final effect of the LED Screen, I like to mix in a polka dot texture (voronoi) to simulate the various pitch
Bro this was you behind this company?!?!? No wonder it looked so good. Our church subscribes to this.
Excellent tutorial! Your "teaching skills" are outstanding! Anything similar for the BG Video available?
That's a really cool animation indeed. Reminds me a little of the animation of the first Tron movie, where the main character (Flynn) gets zapped into the computer. ;-)
Normal Map texture needed to be changed to Non-Color but this is sick! Great video like always.
I just wrote that as well, before I saw yours. Nice to see someone also did it :)
Thanks!
May the light path be with you
man we need for real we need i repeat it's a MUST:
WE NEED REAL TIME AUDIO ANALYSIS!! please come with a solution for geometry nodes.
Do you have a tutorial on creating that platform on the floor? Reference is 13 seconds into the clip with drums. Love that look of that stage above the floor.
Project from View Bounds snaps the UV to the exact size of the video material so you don't have to go in and mess with those
I have a VR Club I built in Unity with a full LED wall setup I can stream to where I can test out my own visuals for when I am making them for use on my actually LED screens during shows. We did a ton of EDM VR shows during covid in there
you sharing this makes it even more highly valuable to me , thank you
Clever. Surprised I haven't seen this idea yet.
This was so unbelievably helpful!
As a stage lighting designer I have been using some of your workflows to improve my renders and this one will certainly help.
I especially love the video you made with the projectors.
I've been working on moving head beam lights and lasers next. We'll see!
Thank you!
That projection tutorial is one of my favorites
amazing but if you want to setup the LED there should be *truss* to hold it vertical
For tye normal map looking flipped, textures downloaded online usually have a version for unreal engine(has DX in the name) and blender(has GL in the name)
Alternatively if you dont have acces to a gl version of the normal map you can flip the greens to fix it
BLESSS YOUR HEART FOR THIS DUDE
Surprised you didn't add some sort of pattern to the screen, usually with these large displays you can really see the individual grid of pixels when looking at them.
"IN BLENDER" always got me 😅
Crazy good stuff. Thank you for sharing.
What's with the clock on the wall? LOL. Should it not be animated?
Great tip for the emmison effect! Always bugged me when the colors blowed out;)
Glad it was helpful!
next up you should consider replicating LED Technology for your blender LED screens
Interesting ideas.
Hey ducky, I really enjoy your videos! I’m a self taught artist myself and I’m just struggling to figure out a style I could go with. I really like anime and cinematic scene. Do you have any tips on how to find an art style?
5:28 mmm myes very pink.
Thanks bro
Nice video ducky, I was thinking of making video on this one but you've done 1000% percent better than what I was planning for. CHEERS 👌👌
wowwww... thx so muchhhhh, ducky.. u r the man
Thanks Nathan, excellent work as always!!
It gave me good inspiration for a project
what would be nice and more accurate to real life is if you made a procedural texture that takes the image pixels and makes real micro leds that have red green blue colors. Also then add a layer of glass in front of the leds and turn on caustics. Would probably kill all pcs but it would be really cool
A fix for the Normal Map issue is to change the Color Space to Non-Color. Thats something I learned after years of doing it wrong xD
So for everyone wondering why your Normals look strange, that's why. It also says while hovering over that it is used for normal maps as etc. :)
buddy i loved your video regards this please make more related to this video content information
THANKS BUD! LEARNED LOTS! BRAVO!
That was really dope! thanks for sharing. Keep up the amazing Blender content. Your viewers appreciate you!
I appreciate that man
This was a delightfull treat. Thank you
I’m glad you liked it
Thx! now I’m going to put a led wall render on a led wall render on a led wall render…
Thank you for sharing!
Of course!
Hey Ducky, I just bought your new motion graphic course and I am loving it. I had a question though. Arent you using a new way of looping noise that simply involves using x*pi? I have seen you do it in a few recent tutorials but I cant seem to find the exact ones.
I’m not entirely sure what you’re talking about. The only way that I know how to loop the noise texture is the process that involves the mix RGB. The only time I use pi to loop a texture is in wave texture
@@TheDucky3D Got to be why it wasnt working on the noise texture then. I thought that worked for all looping textures. Thanks for getting back.
very cool ideas, thank you for sharing!
Glad you like them!
That looks so cool!!!
Ducky always on 🤙🏽😎🖤
Nice video, not taking us by the hand step by step. Still I feel it is missing a bit of explanation on how the light path actually works as it is the core of this video.
Thanks!
15:22 "we can do one last view... we can do one last denoised view"
thank you for the content you are creating it is really helpful 💯
Glad you think so!
niceee i been doing some vjs for djs and its working well
That’s cool!
2:15 its hard to follow along when there's really way way of knowing what size things are. Can't you just make up a scale factor so that people can get some consistency?
So brilliant! Love it 👍
Thanks!
Its like renderception!
I could've sworn I watched a video of you creating something similar for Nike. But I can't find it now. Has it perhaps been deleted?
Legend, as always!
Uh, I'm just going to come out and say it.."Ducky is a fucking genius!"
*ducking genius
Thank you 🙏🏾
Hang on
Did you delete the default cube first?
I did the donut but I stopped. now I'm back in.
What does clicking the “2” mean? What does it do?
15:00 "Normal was acting weird". I think it need to be set to noncolor!
ducky hey i want to show my animation on a 3*20 meter screen and i'm afraid of the reder qualty won't be enouph what best size for the video to use in this situation?
That you ducky and your tutorials is really inspiring
Amazing tutorial! For some reason the I don't see my imported video in the UV Editing tab but I can see it play in the viewport shading tab. Do you know why this happens?
Never mind, I got it to work!
@@Nkpower21how did you fix it?
@@wesss9353 I realized that My video was just a black screen at the start, so I changed the starting frame so that I could see my video on the plane
”Now what I’m gonna do is I’m gonna go up here and I’ma X and then what I’m gonna do is I’ma go ahead and …”. Pleonasm torture.
Could something similar be achieved in Eevee?
AMAZING THKS
what do you do or where do you advertise yourself to get freelance clients?
If i wanted to add furniture and make this a more complicated scene how would @ good lighting setup work?
THE GOAT
Amazing
thanks ducky
😍🤩
I’m glad you liked it
Awesome!!!!
when you dont have money for a samsung wall, you just make it in blender!
Weve been doing this on ROCKET LEAGUE renders the whole time lol 💀💀
What is the 'node Wrangler add-on' at 2:48 ?
AHHHHHH
Is there a way to do this from Blender to After Effects? INstead of After Effects to Blender? That way I can just replace the composited footage and not have to wait for long renders?
how you get the saturation of emision,?? when i upgrade the level value of lights the color lose and change to white, but in your variation example the red still red,
What kind of pc / video card are you running this on to get this performance?
First, thanks you for your video. But I cant do it. When i put video in "Image Texture" and then my object was purple material. So please help me
hey ducky, amazing video :) i am on c4d+arnlod
I am facing the same problem that you mentioned and i did try using 2 emission shaders , but in Arnold there is no such a thing as "light path" node ...
can you please explain to me what does exactly the light path node do?
i understand that you combine them both 1 for color and the other for brightness without burning the image, and the light path node mixing it ,but what is it doing?
It’s called rayswitch shader, you should read Arnold’s documentation, you can learn a lot not only about Arnold but rendering in general.
By the way, don’t use emission for this, use mesh lights.
Blender not responding this type problem can you explain how to solve it
i noticed that you must unwrap AFTER you plug the texture, other wise itll be weird like it happened here 3:20
Oh OK that makes sense!
Is the normal map misbehaving coz u didnt change it to non colour?
is there a way to make the reflection having the perspective?
I mean, to follow the perspective of the floor, and not being square.
Thank you
The reflection have the perspective, it’s how reflection works
@@aydenn_art But the lines on the floor have perspective, they open towards us, and the reflection is squared. (15.02)
Can't they follow the lines of the floor?
If the floor had a false perspective, by making the edge close to us larger than the far one, would the image/reflection follow that shape?
What are you talking about? That’s how reflections work. Check it in real life yourself, use a mirror and a monitor or tv.
reflections like everything, seem bigger towards us, because they get closer. Like the perspective the floor has. It might be a square but because it's in 3d world, it kinda opens towards us. It's not square , it has perspective. It;s like a triangle.
I don't know how to explain it. It's like in drawing. You have 1,2,3 point perspective, but all have in common that things or part of things, get bigger towards the viewer.
Like the floor does. But the reflection, doesn't follow the same perspective it remains square. It has no depth.
Why would the reflection be different from the object being reflected on a flat plane, that makes no sense.
According to you, the reflection should have perspective but the object being reflected shouldn’t?
Just type “reflection” on google images.
I wish real life had an option to separately control light and image 😭
hi, when i changing to uv editor i am not getting the iner box so i cant fix the uv, what can i do ? (3:15)
Same, it's a square with nothing but the grid pattern on it, just glad this happened around the beginning and not around the end of the tutorial
Some reason I have the light direction is shooting off the edge of the plane and not to the front?
Turns out it was that normal node. I went back the the trusty old bump node and that cleared it right up.
Please try this in Unreal Engine 5.