3D mapping HDRI Backgounds Tutorial

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  • เผยแพร่เมื่อ 31 ธ.ค. 2024

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  • @fullyleaded
    @fullyleaded ปีที่แล้ว

    This is the most useful tutorial I’ve seen all year. Sub

  • @MegaBidness
    @MegaBidness 3 ปีที่แล้ว +3

    I've been trying to figure out how to project a latlong onto arbitrary geo for a while now and this is the best solution I've come across. Thanks!

  • @jamesriley5057
    @jamesriley5057 ปีที่แล้ว

    I got so excited when I figured this out myself, and I was going to do a tutorial. Great job!

  • @remtromol
    @remtromol 4 ปีที่แล้ว +11

    damn, this is clever. never thought of this. Thanks, man.

  • @JaaaaamesK
    @JaaaaamesK 2 ปีที่แล้ว

    Great solution- and very simple way to remesh the enviroment! Thanks

  • @dahnsenwahnsenyes
    @dahnsenwahnsenyes 2 ปีที่แล้ว

    how can i bake the texture so i can move the geometry without changing the UV Map

  • @jitheshkuyyalil
    @jitheshkuyyalil ปีที่แล้ว

    Wonderful! Thank you so much!

  • @SuperIceteapeach
    @SuperIceteapeach 3 ปีที่แล้ว +2

    It would be REALLY interesting to see the different results HDRI / 3D mapped HDRI

  • @karnstudioo
    @karnstudioo 2 ปีที่แล้ว

    A legit hacker ❤️

  • @timotiusdimas1091
    @timotiusdimas1091 2 ปีที่แล้ว

    looking coollll!

  • @MACHIN3
    @MACHIN3 5 ปีที่แล้ว +4

    Very well done, thanks for sharing! I've learned something :)

    • @Thomason1005
      @Thomason1005  5 ปีที่แล้ว

      oh wow thanks. nice to hear that the stuff im experimenting with is interesting!

    • @ChippWalters
      @ChippWalters 5 ปีที่แล้ว +1

      I second @MACHIN3 . Smart video. Subscribed!

  • @crecrescio
    @crecrescio ปีที่แล้ว

    man great tutorial!
    after I make this in blender how can I use this in unreal?

  • @dahnsenwahnsenyes
    @dahnsenwahnsenyes 2 ปีที่แล้ว

    this is insane

  • @abe3002
    @abe3002 4 ปีที่แล้ว +11

    Hey this is awesome and exactly what I've been looking for, was wondering can this be exported as an obj or something similar as want to try this for a game engine project, thank you :)

    • @Thomason1005
      @Thomason1005  4 ปีที่แล้ว +3

      should be totally doable! you can 1) export the mesh and recreate the environemt map shader in your game engine or 2) bake down the texture to a UV mapped version, then export that to your engine. then you can use simple emissive material with the uvs and the baked texture

  • @Ale-gh9fw
    @Ale-gh9fw 3 ปีที่แล้ว +1

    damn he's living in the future 2049
    PS: nices Brot

  • @indrakomara6966
    @indrakomara6966 3 ปีที่แล้ว +1

    very nice trick...thanks

  • @David_Fernandez
    @David_Fernandez 2 ปีที่แล้ว +4

    Wow, after two intensive years with Blender, this is one of the most amazing and simple techniques I have seen, with astonishing realistic results. Bravo! But I have one question ... how can you get shadows on the floor of the objects?? At the end you don't really explain or show shader your nodes ... Can you please let me know how to do it?? Thank youuuuu

  • @NikaZautashvili_aka_NikVili
    @NikaZautashvili_aka_NikVili 5 ปีที่แล้ว +1

    That's a great trick. Thank you for sharing!

  • @dahnsenwahnsenyes
    @dahnsenwahnsenyes 2 ปีที่แล้ว

    A part 2 Tuto for the shader editor would be great

  • @arrtemfly
    @arrtemfly 3 ปีที่แล้ว +1

    wow! very cool.

  • @lukayz1363
    @lukayz1363 3 ปีที่แล้ว

    This is so cool!

  • @grumo82
    @grumo82 3 ปีที่แล้ว

    very clever !!! thnks mate!

  • @vishalpratap3267
    @vishalpratap3267 2 ปีที่แล้ว

    How to import to unity3d

  • @dahnsenwahnsenyes
    @dahnsenwahnsenyes 2 ปีที่แล้ว

    ok this is day 4 i still cant transform the projected ground into a texture. Everytime when i move the cube with the enviroment texture, the texture change, but i must move the cube to bring it to the ground or scale it up and down. Pls , in the name of Lord of Gods, can somebody tell me, how i do that, Amen

  • @warcat3d
    @warcat3d 3 ปีที่แล้ว

    Super clever

  • @RomboutVersluijs
    @RomboutVersluijs 2 ปีที่แล้ว

    You can actually preview the spherical image used Ng 3d and than do the editing in there. Much easier to how well it works

  • @MirceaKitsune
    @MirceaKitsune 2 ปีที่แล้ว

    Useful tutorial, thanks for sharing. Likely not gonna use this myself as it's too complex and even time consuming for my taste, I prefer clean solutions but this can be powerful for those taking a different route. Main issue with mapping the HDRI to scene geometry is if it contains any light sources they won't emit properly, I tried it myself and things like the sun shining won't work.

    • @fullyleaded
      @fullyleaded ปีที่แล้ว

      You still use the hdri for lighting. You can allow the lighting from the hdri to pass through the cube. Use light path to make the cube visible camera but not the hdri

  • @stefanguiton
    @stefanguiton 4 ปีที่แล้ว

    Excellent Tutorial!

  • @gurubhaitube
    @gurubhaitube 4 ปีที่แล้ว

    this is very informative thanks for your tutorial....make such more....

  • @vfxtigers
    @vfxtigers ปีที่แล้ว

    Thanks

  • @jahn_star
    @jahn_star 3 ปีที่แล้ว

    this is a great idea. thanks.

  • @xdo0b
    @xdo0b 2 ปีที่แล้ว

    wow, very nice work ! ty :)

  • @RonnieMirands
    @RonnieMirands 4 ปีที่แล้ว +1

    Thats amazing. loved it! thanks for sharing. I just wanna ask if it is really needed to load first the hdri as envy? Cause seens you are using just as reference after aplied the material. Or not? thanks!

    • @Thomason1005
      @Thomason1005  4 ปีที่แล้ว +1

      thanks, you dont have to load the hdri as environment map when using cycles, but p.e. eevee will still use the background/world material for reflections and ambient light. so it is good to have it in the world shader as well, for consistency

    • @RonnieMirands
      @RonnieMirands 4 ปีที่แล้ว

      @@Thomason1005 Thanks a lot for the fast reply! Now i got it :) the last question please, i dont wanna take your time :) Is possible to export this emission node without bake? Cause i am losting quality and baking is getting too much time :(

    • @Thomason1005
      @Thomason1005  4 ปีที่แล้ว +1

      @@RonnieMirands i am honestly not sure about that. depending on where you export it to, you might have to recreate the shader in that engine, if possible.

    • @RonnieMirands
      @RonnieMirands 4 ปีที่แล้ว

      @@Thomason1005 Thanks i realise a way to bake better, but i wish it had a faster way :)

  • @judaiyuki4308
    @judaiyuki4308 4 ปีที่แล้ว +1

    nice

  • @PascalWiemers
    @PascalWiemers 5 ปีที่แล้ว +1

    Sehr nice. Danke! 🔥

  • @RedtailMediaPro
    @RedtailMediaPro 5 ปีที่แล้ว

    Thank you for sharing! I have a question, I have an HDRI where I already created all the geometry without first aligning the model and applying the mapping as you showed in this tutorial. I simply created by looking through a Blender camera that matched the real world camera. When I look through the camera, all the geometry lines up to match my environment texture, but I can't seem to find a way to map that onto my geometry (the UV project modifier doesn't seem to work) Do you know of a way to map that HDRI onto the geometry, by chance? Thank you!

    • @Thomason1005
      @Thomason1005  5 ปีที่แล้ว

      if your camera is at the world origin (0,0,0), the shader created @2:00 should work if applied to your geometry.

    • @Thomason1005
      @Thomason1005  5 ปีที่แล้ว

      if your camera isnt at the world origin, you can parent the geometry to the camera and then set the camera position to zero.
      the shader should work as soon as the projection origin(camera in your case) is at the world origin.

    • @VortexTheBreadMan
      @VortexTheBreadMan 3 ปีที่แล้ว

      it seems like he used world coordinates to map the texture which you can use if you use the geometry nodes "position" output as the vector

  • @vfxtigers
    @vfxtigers ปีที่แล้ว

    Subscribed

  • @Edifieth
    @Edifieth 3 ปีที่แล้ว

    Nice car, wish they sell those in real life

  • @claytomcs
    @claytomcs 4 ปีที่แล้ว

    when u apply the texture to the geo is it a cubic or spherical mapping?

    • @Thomason1005
      @Thomason1005  4 ปีที่แล้ว +1

      it is equirectangular mapping. unfortunately, you cannot recreate this mapping with uvs (because it is nonlinear), if that is what you mean.
      the closest estimate you can get is i think cylindrical, with many subdivisions. although this will squash/stretch the hdri towards the poles. you can get a closer approximation via custom script (phi,theta -> uv), but it will still look wobbly.
      depending on what exactly you try to achieve, there might be workarounds.

    • @claytomcs
      @claytomcs 4 ปีที่แล้ว +1

      @@Thomason1005 i get it, thanks anyway u helped me a lot tho man

  • @cappypyramsaudpate5535
    @cappypyramsaudpate5535 2 ปีที่แล้ว

    imagine using this with the new AI that allows you to fill in spots behind objects or even generate 3d models

  • @LU-bw3ft
    @LU-bw3ft 4 ปีที่แล้ว

    very good english for an german thomas

  • @baggern
    @baggern 5 ปีที่แล้ว +2

    Richtig fettes Brot!

  • @kadugbuss
    @kadugbuss 2 ปีที่แล้ว

    It's funny, because everyone associates HDRI as a unrealistic image background.

  • @vovlol5497
    @vovlol5497 4 ปีที่แล้ว

    Like