aVersionOfReality
aVersionOfReality
  • Видео 39
  • Просмотров 496 823
How to Bake (most) Textures with Eevee in Blender
Fast and convenient texture baking in Blender without using Cycles or Addons? With Geometry Nodes it is possible for many types of textures. We'll make a mesh version of our UV map and simply render it with an Orthographic camera.
This method works well for baking a mesh's material to itself, and for decals, superimpositions, procedural textures, etc. But not so great for world space dependent stuff like Shadows or Ambient Occlusion. Baking high poly to low poly (like for Normal maps) could be done, but is complicated and isn't covered here.
Follow me on Twitter for lots of WIP posts and quick tips related to geometry nodes and modeling anime girls!
AversionReality
www.aversionofr...
Просмотров: 6 809

Видео

Geometry Nodes UV Retopology Demonstration
Просмотров 5 тыс.10 месяцев назад
A demonstration of the Blender 4.0 Geometry Nodes UV Retopology workflow from the last two videos. If you thought "That looks cool, but how should using these tools actually look?" then watch this. Several people wanted a full example, so I've used it to retopo this shirt. Its a good example because different sections have a variety of different shapes, but the final topology also isn't super c...
Editing UVs with Modeling tools in Blender
Просмотров 12 тыс.10 месяцев назад
CHECK DESCRIPTION FOR UPDATES AND LINKS! If you've done much UV editing, you've noticed that there's a lot less tools than when editing meshes, and you often need 3rd party addons. What if we could just edit our UVs as a mesh? In this video I'll show you how, with a little help from Geometry Nodes and the Data Transfer Modifier! And also some info on projecting grid retopology onto non-square U...
Simple UV Retopology using Geometry Nodes in Blender 4.0
Просмотров 105 тыс.10 месяцев назад
CHECK DESCRIPTION FOR UPDATES AND LINKS! If you have a clean UV map, retopology is easy! Marvelous Designer clothing is a classic case of having a funky mesh, but usually nice UVs. UV retopology is a standard workflow for clothing made in MD, but Blender hasn't had the option. But with Geometry Nodes, we can create it! This video shows a quick example of straightening out a UV map and then usin...
Customizing Normals - 9: How Tangent Normal Mapping works
Просмотров 15 тыс.2 года назад
I will attempt to explain how Tangent Normal Mapping works in common terms and with plenty of visual examples. Normal mapping is one of the most powerful tools we have for achieving high quality custom normals. But it is difficult to use because it requires complete understanding to get it to do what we want. And it is hard to find a good explanation in terms artists will understand. So I shall...
Customizing Normals - 8: Combining Normals with Surface Gradients
Просмотров 2,4 тыс.2 года назад
So far in this series we've explored how to work with Normals in Geometry Nodes, and how to transfer them between meshes. Now we will get into our options to stack, layer, or otherwise combine multiple Normals together into a new shape. In this video we'll mostly talk about Surface Gradients as a prelude to Tangent Normal Mapping, which will come next. Surface Gradients are a convenient way to ...
Building a Fancy Stylized Tree Shader in Blender 3.2
Просмотров 17 тыс.2 года назад
Learn a bunch about shading by making an excessively fancy tree leaf shader! Our subject is a spherical tree that will get custom radial Normals, mixed colors, and much more. We'll try to keep it compatible with Instancing and Scattering, but this tutorial isn't about those. You do not need a huge amount of shader node knowledge to follow along, but this is probably above absolute beginners. Th...
Customizing Normals - 7: Building the Normals Canvas with Position Transfer
Просмотров 3,2 тыс.2 года назад
If we want a good user experience while building up our Normals, then we need a good workspace. We've spent a lot of time learning how to manipulate our meshes into the right positions for transfers, and now we want to stick all that stuff in some handy node groups and never have to think about it again! In this video, we are building our Normals Canvas so that we can get to actually working wi...
Customizing Normals - 6: Fixing Transfer Distortion with Position Transfer
Просмотров 4,2 тыс.2 года назад
To get clean transfers, we need to close up gaps between or align our meshes. In this video, we apply what we've been learning about transferring data with Geometry Nodes to transfer Position of one mesh to another. This is similar to earlier videos where we solved the 'Air Gap' issue with Shrinkwrap, but this time in Geometry Nodes! And we use UV transfer to visualize the distortion of our tra...
Customizing Normals - 5: Transferring Normals in Geometry Nodes
Просмотров 8 тыс.2 года назад
How to transfer Normals between meshes with Geometry Nodes in Blender 3.1. Transferring is common and easy in GeoNodes, but there are many details specific to Normals to keep track of. We'll create the GeoNodes equivalent of Nearest Face Interpolated and Projected from the Data Transfer Modifier, as well as several other features. Topics: - All about transferring Normals in Geometry Nodes - Rec...
Customizing Normals - 4: Getting Normals from Geometry Nodes
Просмотров 8 тыс.2 года назад
How to get Normals from Geometry Nodes in Blender 3.1. GeoNodes don't currently support the Custom Normals we are used to. We can use the Attribute system to get Normals from our mesh and pipe them into our Material, but we need the correct setup or they won't work right. And if we want things like Sharp or angle based edge splitting, we need to create them ourselves. The Node groups are fairly...
Customizing Normals - 3: Advanced Normal Transfer Setups and Limitations
Просмотров 4,5 тыс.2 года назад
A deeper look into advanced Normal Transfer setups using the Data Transfer Modifier in Blender 3.1. In the previous video we identified several problems. Now we'll see how to solve many of them by using multiple Data Transfers and multiple Source and Destination meshes. We'll also learn more about options for adding details. There are many limitations, and many things that nearly work. Understa...
Customizing Normals - 2: Basic Normal Transfer Options and Issues
Просмотров 13 тыс.2 года назад
A tour through several basic Normal Transfer setups using the Data Transfer Modifier in Blender 3.1. We'll get to know how the modifier works, its options, and typical setups. Basic setups can only accomplish so much, so we'll be taking notes of what works and what doesn't. In the next video we'll work up to advanced setups to resolve some of those issues, and then later take what we've learned...
Customizing Normals - 1: Series Overview + The Problems
Просмотров 35 тыс.2 года назад
UPDATE: Here's a blog post summarizing a lot of info from this video in text GIF form: www.aversionofreality.com/blog/2022/4/21/custom-normals-workflow A new series on Customizing Normals in Blender 3.1 for clean shading and stylistic control. We'll be learning a Normal Transfer based workflow where we model the shapes we want, transfer them to our main mesh and combine them together, then bake...
Clean Toon Face Shading with Object Normals in Blender
Просмотров 45 тыс.3 года назад
UPDATE: Article on implementing Generated Normals in Unity by @panthavma panthavma.com/articles/shader-blender-to-unity/ Tired of toon shading looking like crap on your model's face? Do you also hate doing Normal and topology editing to fix it? Here's another method! Our mesh Normals are the source of all our shading problems, so let's stop using them! Instead we'll build new, clean Normals out...
Finalizing Renders With Paint Layers
Просмотров 4,2 тыс.3 года назад
Finalizing Renders With Paint Layers
Changing Materials By Layer in Blender
Просмотров 3,3 тыс.3 года назад
Changing Materials By Layer in Blender
Rendering Paint Layers in Blender
Просмотров 2,1 тыс.3 года назад
Rendering Paint Layers in Blender
Faking Toon Metallic Reflections in Blender 2.9
Просмотров 7 тыс.3 года назад
Faking Toon Metallic Reflections in Blender 2.9
Rigging a Stretchy Skirt in Blender 2.9
Просмотров 18 тыс.3 года назад
Rigging a Stretchy Skirt in Blender 2.9
Random Modular Textures in Blender
Просмотров 3,4 тыс.3 года назад
Random Modular Textures in Blender
Projected Texture Eyes - 13: Finishing Touches
Просмотров 1,5 тыс.3 года назад
Projected Texture Eyes - 13: Finishing Touches
Projected Texture Eyes - 12: The Cornea
Просмотров 7193 года назад
Projected Texture Eyes - 12: The Cornea
Projected Texture Eyes - 11: Driven Texture Offset
Просмотров 9623 года назад
Projected Texture Eyes - 11: Driven Texture Offset
Projected Texture Eyes - 10: Control Bones
Просмотров 2,2 тыс.3 года назад
Projected Texture Eyes - 10: Control Bones
Projected Texture Eyes - 9: Bone Setup
Просмотров 2 тыс.3 года назад
Projected Texture Eyes - 9: Bone Setup
Projected Texture Eyes - 8: Bend and Displace
Просмотров 8983 года назад
Projected Texture Eyes - 8: Bend and Displace
Projected Texture Eyes - 7: Iris Texture
Просмотров 1,1 тыс.3 года назад
Projected Texture Eyes - 7: Iris Texture
Projected Texture Eyes - 6: Mask Group Setup
Просмотров 8633 года назад
Projected Texture Eyes - 6: Mask Group Setup
Projected Texture Eyes - 5: Gradient Lines and Masks
Просмотров 1,2 тыс.3 года назад
Projected Texture Eyes - 5: Gradient Lines and Masks

Комментарии

  • @netherby4335
    @netherby4335 5 дней назад

    Can we use this to bake from another object (eg. high poly) with different/overlapping/no UVs down to the unwrapped low poly object? If so I would love a video or even example file of how that could work!

    • @aVersionOfReality
      @aVersionOfReality 5 дней назад

      This method relies on the meshes sharing a UV space so that when you render a texture on one, it can be used on another. You can always transfer the UV from your low poly to high poly mesh via Nearest Surface or Raycasting. Or another method would be to take the low poly object, subdivide it until its as dense as the high poly (non-smooth subdiv, not subsurf), transfers the attribute you want to bake with Nearest Surface, then bake to itself.

    • @netherby4335
      @netherby4335 4 дня назад

      @@aVersionOfReality Just fyi I wrote and maintain a baking extension for blender. So I'm always interested in ways to get around the limitations of cycles baking. OSL can help a bit, but those shaders execute so slowly. I'm currently writing an extension to bake animation data and I'm looking to use EEVEE, because while cycles is quick enough for a couple of textures, its way too slow when you want a few 1000 frames!

    • @aVersionOfReality
      @aVersionOfReality 4 дня назад

      @ Ah, yeah makes sense

  • @netherby4335
    @netherby4335 8 дней назад

    Something I've wanted to do for a while is to map material shader normals from one object into another object. There are some instances where that would be really useful (without having to bake normals with and without shader contribution and subtract them which doesn't give perfectly clean results and is impossible in some situations). But if you just render tangent space normals on your source object and then bake the projection, they are completely wrong in many cases due to the target and source having different tangent spaces. I think what you're doing here could solve that problem by using the tangents from one object onto another. I'm very interested to try this out!

    • @aVersionOfReality
      @aVersionOfReality 8 дней назад

      Yes, this is essentially the problem being solved here, but on a vertex level. To do it in the renderer, you'd need something like a custom Render Target or Layer that has the Normals of one object (probably in UV space), and then uses them on the other. This is technically possible in Malt, or if you do most of your shader in the Compositor. But its not going to be very efficient or scale well to more objects. And I'm not sure it'd really accomplish anything over doing it on the vertex level. What I'd like to solve is if you can do a Normal Transfer on the GPU instead of CPU to save time. But that'd probably require something like a compute shader, which I don't know much about. A vertex shader isn't sufficient, and a fragment shader is the wrong step.

    • @netherby4335
      @netherby4335 7 дней назад

      @@aVersionOfReality I basically have it set up to do what I wanted at least for a simple test, but the vectors are getting interpolated on the target even with edge split enabled (probably because of you only split island edges?). How can I modify it to get no interpolation on the transfer target?

    • @aVersionOfReality
      @aVersionOfReality 7 дней назад

      @@netherby4335 I'm not sure, it'll depend on the details. But it'll involve using Face Corners as those don't interpolate.

    • @netherby4335
      @netherby4335 6 дней назад

      @@aVersionOfReality I am using face corners. If I manually separate the faces in the UV layout, then it transfers them exactly. If my faces have merged verts in the UV layout then the tangents are interpolated at those points.

    • @aVersionOfReality
      @aVersionOfReality 6 дней назад

      @@netherby4335 Then there's Point evaluation happening somewhere, hmm

  • @svogunelis5
    @svogunelis5 11 дней назад

    Amazing

  • @kes099
    @kes099 21 день назад

    Thank you so much for this in-depth experiment. When you made the geometry nodes UV Tangent group you expressed hope that Blender would implement a node for this purpose, such as is available in the shader nodes, but you felt that not many people would be in much need of it. I feel there are many more uses than just custom normals and that a UV Tangent node is fairly vital. I stumbled across your tutorials after trying to find a way of obtaining a consistent reference frame at the face level which does not slip and slide all over the place when my mesh deforms by shapekeys. The particular purpose I had in mind was to use geometry nodes to place vellus hair curves over the surface of the mesh... Aligning such curves to the normal is a doddle.... But I could not find any means at all of rotating the curves in a chosen direction and having that local direction remain constant as the mesh deforms. So, now I am very hopeful that I will be able to use your UV Tangent group to give me the needed reference frame for rotating instances.

    • @aVersionOfReality
      @aVersionOfReality 20 дней назад

      Thank you! You are correct that UV tangents are very useful in GN. The issue is more that you don't specifically need to use the same sorts as are used in the shader. You can make much simpler+faster UV tangents in GN than these. They won't be Mikktspace compatible, but that only matters if you are trying to match a standard to use them in other programs. Normal maps need this, but geonodes uses of them wouldn't.

    • @kes099
      @kes099 10 дней назад

      Thanks for the reply! I still haven't got around to making my flow maps for vellus hair or buzzcut scalp hair but now I will be concentrating on the "simpler+faster" bit when I try to implement my plans!

    • @aVersionOfReality
      @aVersionOfReality 10 дней назад

      @@kes099 If you aren't already in Erindale's Discord server, that's the best place for Geonodes info (stack exchange is good too.)

    • @kes099
      @kes099 8 дней назад

      @@aVersionOfReality Thanks for the heads up!

  • @recsule115
    @recsule115 26 дней назад

    this tutorial feels better than finding gold! I was really struggling with finding a good workflow for hair modeling. Your tutorial feels complete, rich on information and extremely practical and useful. I'll definitely try to use your workflow for the model I'm currently working on. Thank you so much for sharing such valuable information!

  • @twilightmarauder
    @twilightmarauder Месяц назад

    Does it work "backwards"? I wanna bake a procedural texture I created. I know in Cycles, it's simply a matter of selecting what map to bake from a dropdown.

    • @aVersionOfReality
      @aVersionOfReality Месяц назад

      Only if the texture is UV mapped. Then it should be the same on both meshes.

  • @LorinSean
    @LorinSean Месяц назад

    Thank you so much for these videos.I've watched all the videos and I think this is the best way to deal with smooth shadows, but as stated in part 8 of this video, how to fix the lip error problem? Will there be next video?

    • @aVersionOfReality
      @aVersionOfReality Месяц назад

      Hello! There did not end up being a next video due to work and health issues. But I have not abandoned the topic. I am hoping to make some new, more streamlined tutorials or a course to better cover the whole topic and what comes next.

    • @LorinSean
      @LorinSean Месяц назад

      @@aVersionOfReality I saved the normal as an attribute in the geometry node, and then used your tangent space difference node group in the shader,I plug the pre-saved object normal to base normal,the UV_tangent to tangent, the GN_normal to custom normal , and the tangent space normal plug to the material output. Then I baked a tangent space normal map using the method in your another viedo about bake with EVEE, but it doesn't work when I apply the normal map to the object. Could you please tell me where the problem is, thank you!Although I got a decent normal map bake in Cycles, I want to konw how to bake it in Eevee.

    • @aVersionOfReality
      @aVersionOfReality Месяц назад

      @@LorinSean That sounds like it should be correct. You can email me the file and normal and normal map and I can take a look. email is in channel description.

    • @LorinSean
      @LorinSean Месяц назад

      @@aVersionOfReality Thank you very much for taking time to help me,I sent an email to you.

  • @narenjj
    @narenjj Месяц назад

    great tutorial. Is it possible to bake shader normals directly to the mesh normals using this method in EEVEE?

    • @aVersionOfReality
      @aVersionOfReality Месяц назад

      If they are based on a Normal saved to vertex data with geonodes, yes. The Normal from the Geometry Node in the shader will be based on the meshe's current state in world space so that doesn't work. If its an attribute it will. If you want to bake with a Normal Map too then you'll need to make UV Tangent in Geonodes as well (see my normal mapping video.)

  • @Dasher_The_Viral
    @Dasher_The_Viral Месяц назад

    When adding the "Iris Depth Driver" scaling on Y also displaces the entire eye mesh instead of just displacing the iris.

  • @Dasher_The_Viral
    @Dasher_The_Viral 2 месяца назад

    When applying the second simple deform (Bend.Z), instead of bending properly it's bending towards the outside edges.

    • @aVersionOfReality
      @aVersionOfReality 2 месяца назад

      Check if you've got the origin/bend center in the right place.

    • @Dasher_The_Viral
      @Dasher_The_Viral 2 месяца назад

      @@aVersionOfReality Yep, sure enough the origin was set to Eyes_mesh instead of the lattice empty. Thank you. :D

    • @aVersionOfReality
      @aVersionOfReality 2 месяца назад

      @@Dasher_The_Viral No problem, let me know if you have any other quesitons!

  • @Dasher_The_Viral
    @Dasher_The_Viral 2 месяца назад

    After making the "Eye: Masks from Gradient" group at 15:45, the gradient circle is huge on my end (it leaves the bounding box of the "Eyes_Mesh" plane.) I've quintuple checked everything and have no idea where on earth the mistake would be, should I just scale the mask to fit inside the iris manually or would you happen to have an idea of what might have gone wrong?

    • @aVersionOfReality
      @aVersionOfReality 2 месяца назад

      Have you checked for any object level scale transforms? You can email me your file to check (email is in channel description.)

    • @Dasher_The_Viral
      @Dasher_The_Viral 2 месяца назад

      @@aVersionOfReality I checked for scaling on the object and don't think I found any. I've sent you the project file. Sorry, still pretty new to Blender.

  • @MeltyVampire
    @MeltyVampire 2 месяца назад

    Does this still apply in 4.2?

    • @aVersionOfReality
      @aVersionOfReality 2 месяца назад

      Yes. Although this series was made before Geonodes, and now you can make similar setups there too which have different pros/cons.

    • @MeltyVampire
      @MeltyVampire 2 месяца назад

      @@aVersionOfReality ok thank you

  • @akkihole_
    @akkihole_ 3 месяца назад

    where the fuck has this been all my life

  • @IJokerl
    @IJokerl 3 месяца назад

    bro you doing god's work! thank you!

  • @hyp3r_unii
    @hyp3r_unii 3 месяца назад

    DUDEEEEEEEEEEEEEEEEEEE!! THIS IS THE SHINANIGAN OF THE CENTURY LOL THX A LOTTTTTTTTTT BROOOO! How is this even on the internet? dangs

    • @hyp3r_unii
      @hyp3r_unii 3 месяца назад

      HAHAHAH When the freaking UV map start to move around the original mesh it just made laugh until now! holy dammit brother... Im feeling like spawning the Jet for the first time in gta! Amazing, Ill freaking watch every single video of ur channel, danggggggggggggggggggggg LOL My favourite blender channel from now on, period. thx a buuuuuuunch!

  • @tee-hee9553
    @tee-hee9553 3 месяца назад

    thanks for tutorial I will share what I know too so we share all together and gain more knowledge for free together

  • @adf-11fraven77
    @adf-11fraven77 3 месяца назад

    Undoubtedly most comprehensive series on normal editing (even if it’s not that as you said in earlier videos) and how to achieve anime shading A shame these videos don’t get much traction from the algorithm, happy that I stumbled upon them nevertheless

    • @aVersionOfReality
      @aVersionOfReality 3 месяца назад

      Thanks! I'm finally getting enough of a break from work to finish my methods and toolsets. So hopefully will have more info out soon.

  • @felpopinho6117
    @felpopinho6117 3 месяца назад

    Saved my life

  • @edgeeken530
    @edgeeken530 4 месяца назад

    It already has good uv in Clo3d and better to unwrap mesh before merging points

  • @CAT_5E_Plenum
    @CAT_5E_Plenum 4 месяца назад

    Would it be possible to use an already existing image texture with this? I saw that you put the color on after setting everything up and I don't if I can put an already painted texture on. I wasn't planning on having to bake the shader originally but plans changed.

    • @aVersionOfReality
      @aVersionOfReality 4 месяца назад

      Yes that should work fine as long as the textures matches the UV map you unwrap to.

    • @CAT_5E_Plenum
      @CAT_5E_Plenum 4 месяца назад

      @@aVersionOfReality Aight, Thanks.

  • @Cyb3r-Kun
    @Cyb3r-Kun 5 месяцев назад

    Honestly can't believe I haven't found this video sooner. It's a very interesting method. I think It could be adapted to work almost like the way you'd make hair in a program called vroid studio where you basically draw hair on to a net that wraps around the head. then you could have multiple of those nets a different angles to create more spiky shorter or messier hair

    • @aVersionOfReality
      @aVersionOfReality 5 месяцев назад

      It is essentially the same approach yes. And now with Geometry nodes, you can do much more than this or vroid.

  • @Xirszo
    @Xirszo 5 месяцев назад

    I've replaced most of the constraints with bone parenting, cause blender aparently doesn't copy object level constraints into assets when exporting them to the asset library(?. Is there anything that might break the eyes rig in your experience? Apart from that, i've finished the whole series about three times already lol, it has been certainly great!

    • @aVersionOfReality
      @aVersionOfReality 5 месяцев назад

      Thanks! I have not tested this with the asset system, so I can't comment on that part.

  • @user-rd1jq2lo6p
    @user-rd1jq2lo6p 5 месяцев назад

    Hey, I learned a lot from this so thanks. i just ran into this kind of problem. I noticed that when i Rotate the Iroot bone, the displaces go off the area where the Iris is on the mesh. anyway for me to fix that?

    • @aVersionOfReality
      @aVersionOfReality 5 месяцев назад

      I'm not exactly sure what you mean. Can you send me a clip or the file? My email is in the channel description.

  • @홍복기-q1t
    @홍복기-q1t 5 месяцев назад

    감사합니다

  • @blenderheadxyz2418
    @blenderheadxyz2418 6 месяцев назад

    That is amazing !

  • @milkywayish9315
    @milkywayish9315 6 месяцев назад

    So glad I found your channel! earned a Sub!

  • @Zophiekat
    @Zophiekat 6 месяцев назад

    its been a while since the Transfer Attribute node was removed. do you know an alternative you could share please?

    • @aVersionOfReality
      @aVersionOfReality 6 месяцев назад

      You use the sample nodes now. It works the same, its just new nodes.

    • @Zophiekat
      @Zophiekat 6 месяцев назад

      @@aVersionOfReality ooo thank you!

  • @ramtinas
    @ramtinas 6 месяцев назад

    Time 6:55 from my video, everything I do is not the same as what you did. Can you please explain? Can you introduce a more detailed video on this matter?

    • @aVersionOfReality
      @aVersionOfReality 6 месяцев назад

      What issue are you having exactly?

    • @ramtinas
      @ramtinas 6 месяцев назад

      I tried a lot, but I have a problem in the output part. Is it possible to send you the blender file? Please help me so that I can fix it. I have been struggling with this for two days.

    • @aVersionOfReality
      @aVersionOfReality 6 месяцев назад

      @@ramtinas Yes, you can email me or DM me on twitter. Contact info is in the youtube channel description.

    • @ramtinas
      @ramtinas 6 месяцев назад

      @@aVersionOfReality Can you give me an email address?

    • @ramtinas
      @ramtinas 6 месяцев назад

      ​@@aVersionOfRealityI barely completed 16 minutes of the video and after that I can't, how did you relate the input and output to the set model?😢😢😢😢😢😢

  • @DonaldDrennan
    @DonaldDrennan 6 месяцев назад

    How would the sleeve have caused problems as modeled from Marvelous Designer? I see that it is made of all quads. Why couldn't it be used as is? This seems like a huge amount of work. Is it really necessary? When deadlines are tight, every shortcut has to be taken.

    • @aVersionOfReality
      @aVersionOfReality 6 месяцев назад

      This specific sleeve would have been fine from MD for most typical uses, its just an example. (Although if you wanted a really clean normal transfer proxy mesh, it wouldn't have been optimal.) But more complex MD meshes, or other similar things often need retopo.

  • @yaterjebaiter3977
    @yaterjebaiter3977 7 месяцев назад

    Is there a more efficient way of getting the UV tangent in geometry nodes now? I saw a pretty decent setup using topology nodes but it’s not interpolated between points properly.

    • @aVersionOfReality
      @aVersionOfReality 7 месяцев назад

      I'm not sure. I imagine there is with the new topo nodes, yes, but I haven't explored it. And you can get a UV tangent from a UV space mesh more easily than this, but it won't match Mikktspace (aka the standard used in shader nodes.) I'll hopefully be coming back around to this issue soon and will see if I can improve both the performance and better match MikkTSpace.

    • @yaterjebaiter3977
      @yaterjebaiter3977 7 месяцев назад

      So I did a little looking in Blender’s source code and found the mikktspace.hh file. From what I can tell, Blender uses shortest diagonal rather than beauty when triangulating. It also says something about floating point causing slight differences which creates splits later on.

    • @yaterjebaiter3977
      @yaterjebaiter3977 7 месяцев назад

      I tried commenting this earlier but it didn’t go through. So I did a little digging and found the mikktspace.hh file in Blender’s source code and found out a few things. Blender uses shortest diagonal rather than beauty when triangulating and it seems floating point errors can cause splits in the tangent or that’s how I understood it. Also, if you triangulate the mesh, the setup I mentioned earlier actually gives the same result that the tangent calculation node in the video gives, so I’m pretty sure then it can be interpolated properly.

  • @Grey.Agent00
    @Grey.Agent00 7 месяцев назад

    Hey so I have been trying to follow this tutorial but for some reason whenever I set the plane to the curve it just squishes the plane on the x axis, I can get the curve flowing the right way with the right tilt and at goes in the direction I need it to however it just squishes everything on the X axis making it hard to know how wide I should have the strands while editing it flat only to find they are way thinner when attaching them to the curve. Of course once you apply the simple deform it stretches it out again making it look a little more like it should but it still doesn't give the greatest representation of where the strands need to go when laying it flat.

    • @aVersionOfReality
      @aVersionOfReality 7 месяцев назад

      Sounds like an issue in the modifier stack. Check the followup video, and that you don't have any object transforms. If you're still having issues, you can email me your file (email address in channel info)

    • @Grey.Agent00
      @Grey.Agent00 7 месяцев назад

      @@aVersionOfReality yeah made sure to apply all object transforms apart from object origin, set the origin of the curve to be the same as the origin of the plane and the tilt on the curve is correct and has the plane running the right way. Only modifier I have attached is the curve modifier to the plane (not even putting the lattice modifier on it till I work out what is happening). That said I have found a method that does work for me, basically I just place the curve the lattice and the plane in the same location then created a linked duplicate of the plane without the modifiers attached and put it on a separate location of the work space, allows me to edit the duplicate and all changes get applied to the original with the modifiers attached.

  • @mrb6913
    @mrb6913 7 месяцев назад

    i downloaded the gumroad files, but unable to implement this in a different face model, is it possible?

    • @aVersionOfReality
      @aVersionOfReality 7 месяцев назад

      It is, but you'll need to adjust the math to create the right shape. Which is not easy. That's why my later videos switch to a Normal Transfer based workflow, as its more adaptable.

    • @mrb6913
      @mrb6913 7 месяцев назад

      @@aVersionOfReality all right, guess i have to go through each one of them and do exactly as you’re doing right

  • @sahl7632
    @sahl7632 7 месяцев назад

    This is beyond frusturating because my plane is all rotated weridly and not doing what your's is doing and I've watched this video and the last video and I can't get it to cooperate with me.

    • @aVersionOfReality
      @aVersionOfReality 7 месяцев назад

      There's a download link to the full setup in the description. You can also send email me or DM on twitter and I'll help you out.

  • @ramtinas
    @ramtinas 7 месяцев назад

    Hello, I want to learn the method you used, but I don't know geometry node at all. At the very beginning of the work, I encountered a problem in the geometry node section, the part where you attributed the plane to the dress. Do you know of a step-by-step tutorial teach me

  • @user-rd1jq2lo6p
    @user-rd1jq2lo6p 7 месяцев назад

    I can't seem to be able to turn the empties... do you know of another way I can do that?

    • @aVersionOfReality
      @aVersionOfReality 7 месяцев назад

      Do you mean you cannot rotate the empty object at all, or that it doesn't do anything?

  • @ramtinas
    @ramtinas 7 месяцев назад

    Hello, I have a problem, can you help me? When we delete the group input and enter the object info and attribute it to the model, the uv ref disappears. I connect it to the geometry and it disappears again.

    • @aVersionOfReality
      @aVersionOfReality 7 месяцев назад

      Send me an email or twitter DM with more info and i'll try to help. Contact info is in channel description.

  • @mattestela
    @mattestela 7 месяцев назад

    Thanks!

    • @aVersionOfReality
      @aVersionOfReality 7 месяцев назад

      Oh, thank you :)

    • @mattestela
      @mattestela 7 месяцев назад

      @@aVersionOfReality noo, thank YOU! Fantastic tutorial, as you imply in the video, you packed months of RnD into a tidy 90 min lesson. :)

  • @kiprotichtony7561
    @kiprotichtony7561 7 месяцев назад

    Awesome video, just binged a lot of your videos and I am very impressed. Question , in your video for clean toon shading with object normals, how do you bake the normals to a uv map? Tried following the series customizing normals but gave up, geometry nodes are not my cup of tea, would appreciate the advice.

  • @kiprotichtony7561
    @kiprotichtony7561 7 месяцев назад

    Just stumbled upon this. Loved it. Question: how do you bake it to a normal map?

    • @aVersionOfReality
      @aVersionOfReality 7 месяцев назад

      Plug the Normals into a single defuse shader, then in Cycles bake a normal map as usual. Note though that Cycles can introduce some odd issues when making Tangent Normal Maps. There's starting to be better ways to do it (but these issues are with all cycles normal maps, not just this method.)

    • @kiprotichtony7561
      @kiprotichtony7561 7 месяцев назад

      @@aVersionOfReality Thank you so much.

  • @eligijuspranskunas3509
    @eligijuspranskunas3509 7 месяцев назад

    thats brilliant!

  • @yaterjebaiter3977
    @yaterjebaiter3977 7 месяцев назад

    2:04:49 Couldn’t you just use generated coordinates and separate XYZ?

    • @aVersionOfReality
      @aVersionOfReality 7 месяцев назад

      In some cases. Gen cords are based on the bounding box, and are pre-deformation. So depends if you want those things.

    • @yaterjebaiter3977
      @yaterjebaiter3977 7 месяцев назад

      @@aVersionOfReality Interesting, anyways, amazing video as always 👍

  • @jamaalsineke2405
    @jamaalsineke2405 7 месяцев назад

    Does this work in game engines like Unreal and Unity?

    • @aVersionOfReality
      @aVersionOfReality 7 месяцев назад

      Yes. Here's an article about translating this to Unity: panthavma.com/articles/shader-blender-to-unity/

  • @Rivthyre
    @Rivthyre 8 месяцев назад

    Thank you soooo much!!!! I searched everywhere on how to make a matcap shader to a material and didn't find anything at all. Everyone was so dumbfounded at that question, I can't believe I accidentally stumble upon the solution here. Really grateful for this knowlegde. Truly a treasure trove of knowledge in this channel. ❤‍🔥

    • @aVersionOfReality
      @aVersionOfReality 8 месяцев назад

      Glad it worked! Remember, there's lots of different types of Matcap projection. That's why its hard to find any info. So the way I do it here may not necessarily match any other given method. The common thread for matcaps is that it uses camera info and usually Normals.

  • @HanSolocambo
    @HanSolocambo 8 месяцев назад

    "UV Retopoloy"... don't use complex words, put them together, hoping it'll make sense. UV retopology doesn't mean anything. UVs are the projection of your 3D mesh on a 2D plane that's all. You retopologize your mesh, you'll have "retopologized" UVs. Not the other way around.

    • @aVersionOfReality
      @aVersionOfReality 8 месяцев назад

      Oh no, you've caught me 🤣It was all a ruse.

  • @Xirszo
    @Xirszo 8 месяцев назад

    I know this is reaaaaaally old, but at 14:50 I have scaled things correctly with the Scale node and I've checked things and nodes about 4 or 5 times, including the scale on the Object UV's and mapping that was done on the first chapters, and i cannot get the same results as you do when moving. Scaling by any amount still does not result in the correct movement, and the only "culprit" I can think off the top of my head is the bone setup (I've flipped it in some ways that are not 1-1 with your original setup), but i find it has not affected anything else of the setup as far as here (Even the bone of the catchlight is oriented the same way, wich i think " s h o u l d " give me the same results as on 14:50) So far I'll continue with the tutorial, but I find it really rather odd blender behavior. The only thing I've found odd is, since I use prop driver with blender 4.0ish, I cannot paste things into the "custom properties" tab. Instead, Prop driver has a feature in wich it allows you to directly insert the properties you've selected into the shader tab. Still, everything else has worked the exact same, the only difference being in that I did not manually create the attribute node that inserts the location, rot and scale and plugged the values there manually. I'll also add that adding a custom property with manual drivers for the pos, rot and scale of the catchlight bone has not worked for me (and that's why I used the Prop Driver addon features). I'll try more stuff later.

    • @Xirszo
      @Xirszo 8 месяцев назад

      Nevermind, I fixed immediately after posting this comment! I had plugged the "Driver: Scale" Node into the Vector math Scale instead of "Driver: Loc". It do be like that sometimes.

    • @aVersionOfReality
      @aVersionOfReality 8 месяцев назад

      @@Xirszo It do be like that quite often actually :)

  • @XINN1X
    @XINN1X 8 месяцев назад

    amazing series! Now that geometry nodes has been updated and goo engine also has extra stuff will you be remaking this? Would be great to have a concise version :)

    • @aVersionOfReality
      @aVersionOfReality 8 месяцев назад

      I am hoping to put out more videos that summarize this better, yes. Although nothing has really changed in geonodes beyond some node names, and goo doesn't really change this stuff either.

  • @bruneric4488
    @bruneric4488 8 месяцев назад

    Great tutorial, useful techniques. Deserves more views

  • @dmitrykolganov2142
    @dmitrykolganov2142 8 месяцев назад

    36:28 you mean subdivision not subsurf right?

    • @aVersionOfReality
      @aVersionOfReality 8 месяцев назад

      Its Subdivision Surface, so it gets called both. Sorry if that's confusing!

  • @ChristophWerner
    @ChristophWerner 8 месяцев назад

    Are you also on Mastodon? I don't use twitter anymore. Thanks! Great work!

  • @ChristophWerner
    @ChristophWerner 8 месяцев назад

    Very nice. Small mention: You know, there is a stitch function in Blenders UV area that stiches islands very fast and exactly? Before stiching you just need to activate the "average islands scale function and use the "Stitch" function then. All is found in the UV menu inside the UV editor. This save you a bunch of time when stiching islands. Greetings!

    • @aVersionOfReality
      @aVersionOfReality 8 месяцев назад

      Yes, good call. I forget to use it in the moment 😅