Is a god but an invisible guru to the guru...?! If so, who is the guru of the guru of the guru?? Well, we easily can see how this shake of a blender in the kitchens of creativity rapidly sends us straight to some other cheesy dimensions: god Terry Pratchett would be so proud...
When you said “Cheese Universe” suddenly all ingredients just snapped into the right place in my mind. You are terrific teacher, I can’t say loud enough how good are your tutorials. Blender.org should put the link on your tutorials on their website if they really want to make their user base grow.
I wonder what would happen if you take a 3D procedurally textured object, unwrap it, then use it as an input into a style transfer algorithm and use the highly detailed photograph texture as the desired texture. The result "should" be a high quality photorealistic texture, that looks as though it should have come from a real object with the shape of our object.
Yes me and some colleaugues are starting the 3d scanning of a looot of the Italian heritage (like statues and so on) to make disponible 3d models identical to the original for games movies an so on, do you think that somebody will be interested?
Can't detail be emulated by adding fractals to the mix somehow? Ala Sierpinski cube. Cheese all the way down! But what really is the detail issue ,with procedural textures, is it a processing power problem,a math problem, a conceptual problem, or an implementation problem with blender?
It's hard to make a procedural texture look like a photograph of the real thing. It's nothing to do with blender. There's no reason a procedural texture can't be more detailed than a photograph... the question is weather or not it looks right. Unlike painting, you can only control procedural textures by setting various numeric values.
@@TheVideoGuardian Then as a conceptual problem it's because we start from a selection of noise patterns then iterate through values until something is found that approximates a substance. But we'd rather start with a substance and dial that in which would be more of a processing problem if using something like machine learning.
@@TheNewton Yes, it's essentially a processing problem, weather it's an AI or an artist. Although in practical terms, there are certain levels of detail that procedural textures can't really do as well as a photo. The reason is that the photo comes from a real surface, while a procedural texture is just an abstract representation of that surface. A real piece of wood has knots and sap and insect tracts and a specific way the grain bends around features, etc. Machine learning could help, but it is still an approximation. It's still possible for a good procedural texture to have more detail than a photograph though. Especially for large surfaces such as fields, because photos have limited resolution, so covering a large area means capturing less small detail. Once you've got a procedural texture it can stretch to cover an arbitrarily large area, though even that will only look good at certain distance.
entonces, básica y técnicamente lo que define diferencialmente una textura 3d de una 2d, o viceversa, es el sistema de coordenadas donde se resuelven los valores planteados?, es decir de si es un sistema de coordenadas 2D o 3D?, ó es de si es una textura natural o procedural?
Nice Cheese universe!.. Actually, I've been wanting to start my own Orange universe. Hopefully the bump node and noise node gets fixed in 2.81. Lance, try grouping a Bump node by itself in 2.81. View that group node with a viewer node and change the Height_dx and Height_dy. Same things happens with some other texture nodes; secret hidden codes, shh..
there is a blendfile attached here that has a nodegroup that generates normal maps from heightmaps (without the bump node): blender.stackexchange.com/a/81948
Can you compare a substance designer and blender? what blender does not have? I just see people doing all kinds of different crazy things in blender node editor, and it's not like a substance designer is easy to use or anything.
Theoretically, you can do in Blender anything you can do in SD but it could take astronomically more effort and ingenuity in Blender. So, if you need this for production, learn SD. If you just like nerding out in a Blender's node editor, do that. For me it's like a puzzle game.
@@nikitaelizarov7444 that's cool, SD is a specialized tool after all. But it means that blender is one good automatic tool plugin away from SD. But also substance designer is popular because you can SD materials in any 3d software.
@@EdLrandom >> But it means that blender is one good automatic tool plugin away from SD. Not really. It's not optimised for that. As you grow your node graph, Blender quickly becomes sluggish - much more so than specialised soft. The same is with sculpting. Theoretically you can achieve the same results in Blender as in Zbrush. But it will take more effort and you'll need a more powerful machine to handle the same number of vertices.
a bunch of noise types, blend types, unlimited nodes, import the substance file directly into other app, etc. Blender has about 240 nodes limit so you can't get too crazy
Gonna assume this to be a very solid no, but can any of this be done in 2.79? 2.8 gives me tension headaches, so I would like to avoid it for the time being.
Thanks men,your tutorials are awesome.can you please do a simply chracter model tutorials for beginners?something to get beginners started in character modelling,you one you have is a little bit advance. Thanks
I'm confused. It seems like you are talking about the difference between image textures and precedule textures. Does it mean that all procedule textures are 3D, and all image textures are 2D? But that doesn't make sense, you said in the beginning that the procedule scale was 2D. I am comfused about the relationship between 2D, 3D, Image, and Procedule textures. Can you please help me with that? Thank you!!!
You are confusing dimensions (as size of an object/image) with depth. A procedural texture (like fractals for example) have their own depth which you can navigate to find either more details or more complexity to them. This is something that does not exist in a raster image (aka 2d image based on a pixel grid). Add to this the projection factor, like a triplanar projection or a cube map for example, and you get the size for different axis.
Cause videos and image sequences are 2D not 3D. if you want a 3D video texture, it needs to be procedurally generated, with is near impossible to do in this day and age. However, you may be able to apply a 360 degree to a sphere to create a 3D video on a 3D model, but it will not work on any other shapes :)
@@tiagotiagot It doesn't work like that, time is actually the duration of existence, but also works as the 4th dimension. plus we're talking about textures here. the difference between 2d and 3d textures is the seams on the uv unwrapping, time = animation, but uv unwrap is static but can be moved across a uv space to create the "cheese universe".
@@tiagotiagot Nahh man, just trying to help. I'm currently studying a bachelors of 3d animation, and have been using Blender for 5 years, I know my stuff. www.artstation.com/joshpage
3Ds Max let you choose a texture coordinate system within each texture node. As far as I know, in 3Ds Max, you can't do math to the texture coordinate before using it for the texture, Blender separate the texture coordinate into a different node, allows us to do some math tricks
Not that it was used in texture, but the comment you made about the medical field in the last minute or two reminded me of this th-cam.com/video/08crkU999Fs/w-d-xo.html
It's easy to become God: Wake up in the universe and feel that the whole universe is inside my brain, and no one understand my feeling. Tada! I'm a God.
Actually, I'd love to learn how to make a procedural texture that is seamless but not perfectly duplicative. Something like the ones near the bottom of this this 3.bp.blogspot.com/-ydAfMSD4vso/U0nI2YZBzDI/AAAAAAAABM8/ElRq9u897fs/s1600/Seamless-MASONRY--STONE-WALLS-%2315.jpg or like the checker or brick pattern where random inner borders are knocked out.
"That's where Einstein's general relativity comes into play
LMFAO XD
This 😂
When did a monotonous blender tutorial turn into a RickAndMorty episode?
somewhere around 06:05
OMG this! 😂
Your videos are exactly what I've been looking for lately. Thank you, cheese God.
"I've already excended to the god rank by making this cheese universe."
Whatever you say Wallace.
Why become a guru, when you can become a god? A cheese god.
Is a god but an invisible guru to the guru...?! If so, who is the guru of the guru of the guru?? Well, we easily can see how this shake of a blender in the kitchens of creativity rapidly sends us straight to some other cheesy dimensions: god Terry Pratchett would be so proud...
respect your self and respect God power.
*"We can slice a chair out of it"*
All hail to the cheese god 😇🙏👼
you are a god indeed Lance Phan. Great video! I knew everything you said already but I subscribed regardless! It van very entertaining.
When you said “Cheese Universe” suddenly all ingredients just snapped into the right place in my mind. You are terrific teacher, I can’t say loud enough how good are your tutorials. Blender.org should put the link on your tutorials on their website if they really want to make their user base grow.
That's a really great explanation of how the coordinates work.
This tutorial suddenly turned into Sheogorath's wet dream
I wonder what would happen if you take a 3D procedurally textured object, unwrap it, then use it as an input into a style transfer algorithm and use the highly detailed photograph texture as the desired texture. The result "should" be a high quality photorealistic texture, that looks as though it should have come from a real object with the shape of our object.
that will be interesting
there is a paper where they did something similar with GTA5
Mayonnaise is an instrument in the mayonnaise universe.
Yes me and some colleaugues are starting the 3d scanning of a looot of the Italian heritage (like statues and so on) to make disponible 3d models identical to the original for games movies an so on, do you think that somebody will be interested?
Ooh ooh! Memememememe
When r we getting the cheese Cinematic universe then?
Can't detail be emulated by adding fractals to the mix somehow? Ala Sierpinski cube. Cheese all the way down!
But what really is the detail issue ,with procedural textures, is it a processing power problem,a math problem, a conceptual problem, or an implementation problem with blender?
I suspect it is a paradigma's feature of Blender, such as the polygon amount, wich does'nt work like in ZBrush or 3D Coat, for exemple.
It's hard to make a procedural texture look like a photograph of the real thing. It's nothing to do with blender. There's no reason a procedural texture can't be more detailed than a photograph... the question is weather or not it looks right. Unlike painting, you can only control procedural textures by setting various numeric values.
@@TheVideoGuardian Then as a conceptual problem it's because we start from a selection of noise patterns then iterate through values until something is found that approximates a substance. But we'd rather start with a substance and dial that in which would be more of a processing problem if using something like machine learning.
@@TheNewton Yes, it's essentially a processing problem, weather it's an AI or an artist. Although in practical terms, there are certain levels of detail that procedural textures can't really do as well as a photo. The reason is that the photo comes from a real surface, while a procedural texture is just an abstract representation of that surface. A real piece of wood has knots and sap and insect tracts and a specific way the grain bends around features, etc. Machine learning could help, but it is still an approximation.
It's still possible for a good procedural texture to have more detail than a photograph though. Especially for large surfaces such as fields, because photos have limited resolution, so covering a large area means capturing less small detail. Once you've got a procedural texture it can stretch to cover an arbitrarily large area, though even that will only look good at certain distance.
entonces, básica y técnicamente lo que define diferencialmente una textura 3d de una 2d, o viceversa, es el sistema de coordenadas donde se resuelven los valores planteados?, es decir de si es un sistema de coordenadas 2D o 3D?, ó es de si es una textura natural o procedural?
I am truly grateful for this video and your channel. Thank you.
He's speaking the language of gods.
Nice Cheese universe!.. Actually, I've been wanting to start my own Orange universe.
Hopefully the bump node and noise node gets fixed in 2.81. Lance, try grouping a Bump node by itself in 2.81. View that group node with a viewer node and change the Height_dx and Height_dy. Same things happens with some other texture nodes; secret hidden codes, shh..
there is a blendfile attached here that has a nodegroup that generates normal maps from heightmaps (without the bump node): blender.stackexchange.com/a/81948
The concept of infinite parallel Cheese Universe is just amasing :D
Cristal clear ! Thanks !
truly a god Lance....thanks!
Can you compare a substance designer and blender? what blender does not have? I just see people doing all kinds of different crazy things in blender node editor, and it's not like a substance designer is easy to use or anything.
Theoretically, you can do in Blender anything you can do in SD but it could take astronomically more effort and ingenuity in Blender. So, if you need this for production, learn SD. If you just like nerding out in a Blender's node editor, do that. For me it's like a puzzle game.
@@nikitaelizarov7444 that's cool, SD is a specialized tool after all. But it means that blender is one good automatic tool plugin away from SD. But also substance designer is popular because you can SD materials in any 3d software.
@@EdLrandom >> But it means that blender is one good automatic tool plugin away from SD.
Not really. It's not optimised for that. As you grow your node graph, Blender quickly becomes sluggish - much more so than specialised soft. The same is with sculpting. Theoretically you can achieve the same results in Blender as in Zbrush. But it will take more effort and you'll need a more powerful machine to handle the same number of vertices.
I know people who would kill for a portal to the cheese universe.
Lance_Phan and Blender_Guru release a video in the same hour, is this Christmas !? :D
"That's where Einstein general relativity comes into play... nah I'm just joking!" hahahahaaha. Great!
Volumetric and 3D feels cool and I am interested more with Voxel remesher and as 3D texture like substance.
Good discussion and thanks for sharing!!
whay your texture moves also
what are the additional features in substance designer. that are not in blender.
a bunch of noise types, blend types, unlimited nodes, import the substance file directly into other app, etc. Blender has about 240 nodes limit so you can't get too crazy
@@LancePhan thanks for reply.
I've been looking for this, thanks.
Do you have that procedural wood texture available anywhere? It looks amazing!
it's a work in process, still need a lot of improvements
Gonna assume this to be a very solid no, but can any of this be done in 2.79? 2.8 gives me tension headaches, so I would like to avoid it for the time being.
yes, it can be done in 2.79
@@LancePhan Wait seriously? Awesome. Thank you.
I love zapping through the interdimensional cable TV.
thank you cheese god
are you from Viet nam ? or you have two blood, and live in america ?
i never was so informed about 3D teshters before this video
Thanks men,your tutorials are awesome.can you please do a simply chracter model tutorials for beginners?something to get beginners started in character modelling,you one you have is a little bit advance. Thanks
Haven't used Blender for a very long time for materials on my models since I'm jusing Maya. Should give it a new try :) good video
If I take out a piece of cheese from the cheese universe, what is then in that spot in the cheese universe ?
first time, a artist with touch of physics and math loved it....
"Materialize" also does the from 2D to Texture thing and it's free.
i almost scrolled past this video but then i read the part that said "and how to become god"
😂 same
I'm confused. It seems like you are talking about the difference between image textures and precedule textures. Does it mean that all procedule textures are 3D, and all image textures are 2D? But that doesn't make sense, you said in the beginning that the procedule scale was 2D. I am comfused about the relationship between 2D, 3D, Image, and Procedule textures. Can you please help me with that? Thank you!!!
2D textures can also be procedural, I made a few tutorials to create procedural 2D textures in the past
You are confusing dimensions (as size of an object/image) with depth.
A procedural texture (like fractals for example) have their own depth which you can navigate to find either more details or more complexity to them. This is something that does not exist in a raster image (aka 2d image based on a pixel grid).
Add to this the projection factor, like a triplanar projection or a cube map for example, and you get the size for different axis.
Wide screen record? Damn
Good job, now I'm hungry... Hungry for knowledge !
Would it be correct to call these volumetric textures?
you mean procedural textures?
When physic teacher substitute your 3D class xD
Why can't we use a video or image sequence as a 3D texture in Blender?
Cause videos and image sequences are 2D not 3D. if you want a 3D video texture, it needs to be procedurally generated, with is near impossible to do in this day and age. However, you may be able to apply a 360 degree to a sphere to create a 3D video on a 3D model, but it will not work on any other shapes :)
@@joshpage4547 Time is the third dimension in videos and stuff...
@@tiagotiagot It doesn't work like that, time is actually the duration of existence, but also works as the 4th dimension. plus we're talking about textures here. the difference between 2d and 3d textures is the seams on the uv unwrapping, time = animation, but uv unwrap is static but can be moved across a uv space to create the "cheese universe".
@@joshpage4547 Are you trying to troll me?
@@tiagotiagot Nahh man, just trying to help. I'm currently studying a bachelors of 3d animation, and have been using Blender for 5 years, I know my stuff. www.artstation.com/joshpage
The title made me subscribe 😂
anyone know an equivalent 3ds max tutorial?
actually i take that back. Imma stick to 2d textures lol
3Ds Max let you choose a texture coordinate system within each texture node. As far as I know, in 3Ds Max, you can't do math to the texture coordinate before using it for the texture, Blender separate the texture coordinate into a different node, allows us to do some math tricks
4:29: You calling my bich fat?
All hail the eternal, the unending - Infinite Block of Cheese.
Subscribed to understand how to create my own cheese world
I cannot scan a dragon?
You obviously haven't seen what's in my DUNGEON then! :P
Nice Minecraft Texture pack.
Chuck Norris can scan a dragon on a beach
very nice blender video. I thought MrSorbias is the blender cheese god :-)
Excuse me while I go make myself a grilled cheese sandwich
holy shitttt, so fucking sick but i cant understand all of them. Thanks sir for vid !
Cheese.... I love cheese! Rally I do! All hail the god of cheese!
i love the cheese universe analogy
Teach me your magic, blender wizard.
"2D textures vs 3D texture": Meh
"and how to become God": HOLY SHIT
A God of cheese indeed. Thanks for the tutorial.
this was so funny. thank you for the tutorial
Paused mid-way through vid just to say i wish i could visit the cheese universe! XD
So it's World Align in UE4, but for Blender. Nice
yep
Not that it was used in texture, but the comment you made about the medical field in the last minute or two reminded me of this th-cam.com/video/08crkU999Fs/w-d-xo.html
I still want to know how to become God
Thanks Cheese God, very helpful!
All hail the God of cheese, Lance.
So i will become God if i watch this? Sounds awesome. 👍
It's easy to become God: Wake up in the universe and feel that the whole universe is inside my brain, and no one understand my feeling. Tada! I'm a God.
You can't be the God of Cheese, you're not French !
BLOOD FOR THE BLOOD GOD
CHEESE FOR THE GOD OF CHEESE
TIME FOR THE TIME BEING
well ok.. but how to become a god then?
I‘m emotionally allergic to cheese.
0:41 *heavy breathing*
i wanna go to the cheese universe
I thought you say "tester". It appears you say "texture".
not a blender user but great entertainment!
That's how lots of Blender users became users, mate. Just say 'no' until it's too late.
Both have there place in 3D.
behold the power of cheese.
it's time to become the god of cheese...
Wouldn't the 2D be useful for something like imitating the show Chowder
Actually, I'd love to learn how to make a procedural texture that is seamless but not perfectly duplicative. Something like the ones near the bottom of this this 3.bp.blogspot.com/-ydAfMSD4vso/U0nI2YZBzDI/AAAAAAAABM8/ElRq9u897fs/s1600/Seamless-MASONRY--STONE-WALLS-%2315.jpg or like the checker or brick pattern where random inner borders are knocked out.
What do you mean I can't scan my dragon?!
it depends on what you consider a dragon
I watched this and im not a God yet
ok, i want cheese now, thanks ...
WE WILL BE GODS !!
I‘m more interested in the how to become a god part
you just need to create a universe and you will match the description of God
Great tutorial.....as always :)
Well this is a cool trick
all hail the god of cheese
Lol! All hail Lance the God of Cheese! 🤣
we shall sacrifice pecorino and swiss cheese for his greatness!
when someone mentions nodes... frick...
LOL...Einstein's GTR