Hey nice work, enjoyed the show! If I may offer a few tips; The AO pass is not exactly the right way to get the displacement info, as you're not getting actual distance or height but rather the proximity shadowing. What you want is to set up a depth pass from that camera that has the white start just above the shoelace and the black end behind them, in linear space. That way you'll get camera distance (or height) properly (won't need to duplicate them in a cloner for ex. to get shadowing). Second, you should generate (and save into) a 16-bit image format for good displacement, else you may get stepping if you were to use it on a larger scale. Lastly, you'll likely benefit from less perspective by using a parallel camera. Also no need to square up your image in the end, they'll tile just fine in any size but scaling them non uniformly may introduce scaling artifacts that turn into rough displacement when used. I'd only worry about true square if you built the textures for game engines in pixel sizes in powers of 2. Thanks and keep up the great work!
Thanks a million! Thanks to your advice I was able to pull this trick through. Mad, I was struggling hahaha. Thank you so much again. It's such and small detail but otherwise the effect get's all distorted and I couldn't achieve the seamless continuation of the texture.
Image>Trim. Select "transparent pixels." Photoshop automatically crops the image to fit the visible pixels. Takes away the guesswork of cropping. Big time saver.
nice approach bro. Well we can also make taht lace thread with simply a sweep construction. A desired twisted spline +circle spline under the parent of a Sweep. Animation is also possible in it.
Btw at 12:53 where you resize the window to see what your rendering. If you press shift + V and then up the opacity value it will give you dynamically resizing black bars to give you your render region inside the viewport. That changes with aspect ratio adjustment automatically
A lot of fun, If you will check my skates object I did (content browser) you will see I used the same (but better, due more optimized) way there. I also did a tut, many years ago. Nice as are things forgotten and discovered again
Hey nice work, enjoyed the show! If I may offer a few tips; The AO pass is not exactly the right way to get the displacement info, as you're not getting actual distance or height but rather the proximity shadowing. What you want is to set up a depth pass from that camera that has the white start just above the shoelace and the black end behind them, in linear space. That way you'll get camera distance (or height) properly (won't need to duplicate them in a cloner for ex. to get shadowing). Second, you should generate (and save into) a 16-bit image format for good displacement, else you may get stepping if you were to use it on a larger scale. Lastly, you'll likely benefit from less perspective by using a parallel camera. Also no need to square up your image in the end, they'll tile just fine in any size but scaling them non uniformly may introduce scaling artifacts that turn into rough displacement when used. I'd only worry about true square if you built the textures for game engines in pixel sizes in powers of 2. Thanks and keep up the great work!
Also if you really want to be pro...render it out as a vector displacement.
Or just a gradient from black to white, red to green etc. Works just as quick.
another great tutorial 🙌
It helps with perspective distortion of the "threads" to use "Parallel" mode on the camera. This removes all perspective from the render.
very nice this comment helped a lot !!
Thank you so much for this comment. You saved my evening. :P
Thanks a million! Thanks to your advice I was able to pull this trick through. Mad, I was struggling hahaha. Thank you so much again. It's such and small detail but otherwise the effect get's all distorted and I couldn't achieve the seamless continuation of the texture.
THANK YOU, i was going nuts trying to figure out how his lined up perfectly when doing the seamless loop.
After playing around trying to sort this out you just saved me a ton of time. Thanks!
Image>Trim. Select "transparent pixels." Photoshop automatically crops the image to fit the visible pixels. Takes away the guesswork of cropping. Big time saver.
great tut!
nice approach bro. Well we can also make taht lace thread with simply a sweep construction. A desired twisted spline +circle spline under the parent of a Sweep. Animation is also possible in it.
Thank you from France Sean ! This meets my needs.
Btw at 12:53 where you resize the window to see what your rendering. If you press shift + V and then up the opacity value it will give you dynamically resizing black bars to give you your render region inside the viewport. That changes with aspect ratio adjustment automatically
great tutorial 👍 thank you for sharing.
Thank you so much, I've learned extra few useful things from this video!
Mind-blowing as usual 👌 ... Thank you for making it so easy to understand....Cheers 🥂
Wow, a very informative and super useful tutorial. Much appreciated!
Great job Sean !!!!!!!!!!!!
Woooo!!!! Amazing tutorials, greetings from colombia
Never clicked so fast! :P. Love your work! Thanks for the tutorial.
So Tricky, Thanks for your sharing
Excellent tutorial, very useful. Thank you very much.
this was such a good one, Sean
Impressive tutorials and good for the begginer like me
Woooo!!!! Amazing 😳
wow
Amazing, thanks for the tutorial!!
Thanks from India
Really cool tutorial! Thanks!
Really good tut!
thank you for the video
G‘day mate!Thanks for your tutorial~
you do great man
thanks
i cant speak English very
from algeria
REALY SMARTT MANNN THNXX FOR THE TIPS ^^
Love ur content 😍💕
Great! Thank you!
非常謝謝你的教學分享,我學習良多,感謝你。我會keep 支持你的頻道。
Increíble!!... gracias por el tutorial, saludos desde Ecuador
Nice 1.
excellent one...
did u know u r the best?
WOW thanks
Hi, great video. Can you make your Displacement Map available for download?
yeah I would download this
Thank you very much its really useful
gracias por compartir tan excelente tuto
cool tutorial
A lot of fun, If you will check my skates object I did (content browser) you will see I used the same (but better, due more optimized) way there. I also did a tut, many years ago. Nice as are things forgotten and discovered again
nice one
Great tut, but why didn't you just produce your displacement in the first place within Illustrator/Photoshop? Would've been much quicker.
Ótimo tutorial, mas infelizmente, na hora de cortar as imagens no photoshop elas não se encaixam corretamente! Não sei onde estou errando no C4D!
great
Cinema 4D is not capable of baking geometry to texture?
awesome that iou
HEY ...PLS GIVE US THAT MAP THAT U CREATED
18:58
7:09
Can't get these bad boys to line up. Gone through the tutorial twice, there's gotta be something small some where I'm f'ng up.
less perspective by using a parallel camera worked for me
thank you!
you are so handsome,love you - -
腻害 真腻害!!!
Can you make a logo like this for me. Contact me please
Hey can you reach out to me? I would like to pay you for some work
this is wrong lol....u do not use AO like this....