Blender uv coordinate distortion Tutorial
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- Опубликовано: 30 сен 2024
- Made small tutorial about uv coordinate distortion inside blender preview / ca76zaagsb_
Was inspired from Lee Griggs work leegriggs.com/...
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Nice trick :) I feel like you do not need to add then multiply ... As you multiply by 0 you end up with a 0,0,0 vector. So I think you can simply use a constant 0,0,0 vector as input in the color 1 mix.
yep you are right tnx :)
very clever, very intuitive, from start to finish, you just earned a subscriber friend
Would there be a way to do this inside of Houdini?
yes, only you need to make in shader. probably all depends what render engine you will use.
Hmm I wonder if there's a way to loop this O:
Yes add some noder for loop animation
Totally neat trick! Thanks for sharing!
This is really cool!!! Thanks for sharing!
Lovely, quick and useful effect!
love this - so clever!
Going to play around with it in a bit.
Maybe if you add another 'subtract 0.5' between the 'image texture' and 'mix RGB' you can normalize the distortion so it doesn't push everything to the bottom left?
Just saw someone also suggesting in the comments to change the mix mode to 'linear light' - which i think does the same thing.
Here are my first tests: ruclips.net/video/MpDFSfOs0Bk/видео.html
After some experimenting it turns out that 'normalizing' the distortion is more about finding the tonal center of the chosen image you're using. I found it useful to have a Addition node after the Image Texture to tune it's displacement negatively or positively to taste.
You are a genius. I looooooooooooove it
super !
Wow, this is amazing! Wondering how did you discover that... 🤔🙂 Thanks for sharing!
Indeed
Usualy, when you want to distort an image or a texture, it's a matter of manipulating the tex coords
Couldn't you use linear light mode in the mix rgb node?
Why not if it works for your need
genuis
how do you come up with this things
experimenting and finding the logic in what i do
@@emilsvfx so it's not needed to understand in great details how things work to do stuff like this (I mean math behind it and coding of node)
@@acclaimcg626 math we need always.
Well, dude, no offence, but the whole part until 2:30 is pretty much nonsensical :)))
i totally agree with you