Never stop doing the theory! You're one of the only channels that ACTUALLY explains in detail how/why things work the way they do. It's incredibly important to have this knowledge. I would REALLY love if you did a dedicated video on the new "Bump Map Correction" checkbox (I think it came out in 4.1) and when it should/shouldn't be used. I thought I had a clear understanding but upon some testing with various normal maps and scenes with different lighting angles, I can't actually tell sometimes what is more "realistic" or physically accurate. 💕 Thank you for all that you do! Your channel is a knowledge gem!
I just wanna say that I personally subscribed to your channel because you provide exceptional educational videos that this community is sorely lacking. I know plenty of people are turned off by dense informational material, but there are hundreds, maybe thousands of channels for them. There are very few people doing what you’re able to do. Your knowledge and detailed demonstrations are rare and I hope you continue leaning into that aspect. With that said, I also understand that it’s probably not a great feeling to have people tune out of a video you worked really hard on, but those detailed videos are my favorite and I watch every second of them. (I watched this one all the way through too, just for the algorithm) So, I selfishly wanted to say that I hope you don’t transition to *only* making these more basic kinds of videos 😅 Thanks for sharing your knowledge! I’ve been using Blender for nearly 5 years now and you’re one of the only creators I watch these days because you always teach me something I don’t know. ♥️ Oh! A final suggestion. Sorry, I’m on mobile at the moment, and I don’t want to lose the comment I’m typing, so I can’t check if you already did this, but one thing that might help your retention on denser educational videos is adding timestamps so people, who aren’t interested in the dorky details like I am, can skip ahead to the pretty examples if that’s all they want.
Hey thanks for the great feedback. I do actually put timestamps in the video's but the way yotube's UI works it's not always very apparent. I don't plan on changing my technical videos, so stayed tuned. I have some other things coming up.
Hey, thanks for all the work you do on this stuff. I follow your channel and you easily give some of the most comprehensive explanations of the underlying technical details behind a lot of these effects. It's a great resource.
I love the more technical content, but I'm also an engineer by trade. It says a lot about your dedication to providing useful content that you are willing to adjust your presentation to better suit your audiance. Your content already deserved a sub, but that dedication makes it certain.
Thanks for making this video available, Chris! You are a phenomenal educator. I love your presentation manner and demeanor. One gets the sense that you got us covered and are building from simple principles to a fuller understanding that is nuanced, practical and complex while remaining unhurried, which is the perfect approach for covering technical topics. I look forward to discovering other videos on your channel!
You go so much in to detail with your theory videos and it helps so much with understanding WHEN to use a feature. You do it really well aswell so keep it up!
I am going to be honest, I couldn't complete the technical video prior to this, but I completed this one and learned a lot. This just goes to show you care about the people who watch your videos. Thank you for your hard work!
I guess it will offer more robust control to match the 3D renders to match camera filmed sequences, Am just a noob to Blender but I know something about other things I think this will be helpful to me.
very interesting... hope u explain blue noise denoise sample vs the classic one, even though it was implemented in 4.2, coz i cant find any explanation about it
I see you are trying to "cast a bigger net" nothing wrong with it, and I understand both parties (you and the followers like me): you want more views/subs, we want high level of technical info like no other channel does. I think where it all went wrong is having this "diluted alternative video", probably it would have been better received if there was a warning on the original video like "Technical explanation coming, if you want to jump to the examples skip ahead and go to XX:XX", OR put some examples first and then go deeper into the technicalities.
I appreciate your videos as always Christopher, but I'm guessing the white balance is a non-event for 90% of Blender users? It might be a nice-to-have for some technical workflows, but I don't see a huge benefit from just creating my lighting based on the default D65 preset and then just using appropriate Kelvin values for each light source, as we've been doing for years. Coming from a photography background, I see the Tint correction more as... well, a correction to 'dirty' lights that aren't perfect on that axis. But in the digital realm, lights typically come in perfect on their respective axis and just adjusting the Kelvin goes a long way. Do you feel that White Balance gives you new possibilities you didn't have before?
@@christopher3d475 as I was watching your videos I was trying to come up with the reason. Can you think of one that you couldn't solve equally easily by adjusting your light colors? But sure: compatibility is a pretty big 'feature' when you want interoperability between packages.
@@diminishedreturn If you've got lights that have photometric light information, it doesn't make sense to alter those. Besides, if you look at my examples, I was able to change the white point without having to rerender the image, giving me the ability to produce artistic adjustments to the image instantly. No need to rerender which you'd have to do when changing the lights themselves.
I watched all of that video... The theory in that video is why I subscribed
Same. I did some more research on the theory as I had no idea about. Good knowledge to have.
Yup
Never stop doing the theory! You're one of the only channels that ACTUALLY explains in detail how/why things work the way they do. It's incredibly important to have this knowledge.
I would REALLY love if you did a dedicated video on the new "Bump Map Correction" checkbox (I think it came out in 4.1) and when it should/shouldn't be used. I thought I had a clear understanding but upon some testing with various normal maps and scenes with different lighting angles, I can't actually tell sometimes what is more "realistic" or physically accurate. 💕 Thank you for all that you do! Your channel is a knowledge gem!
I just wanna say that I personally subscribed to your channel because you provide exceptional educational videos that this community is sorely lacking.
I know plenty of people are turned off by dense informational material, but there are hundreds, maybe thousands of channels for them. There are very few people doing what you’re able to do. Your knowledge and detailed demonstrations are rare and I hope you continue leaning into that aspect.
With that said, I also understand that it’s probably not a great feeling to have people tune out of a video you worked really hard on, but those detailed videos are my favorite and I watch every second of them. (I watched this one all the way through too, just for the algorithm)
So, I selfishly wanted to say that I hope you don’t transition to *only* making these more basic kinds of videos 😅
Thanks for sharing your knowledge! I’ve been using Blender for nearly 5 years now and you’re one of the only creators I watch these days because you always teach me something I don’t know. ♥️
Oh! A final suggestion. Sorry, I’m on mobile at the moment, and I don’t want to lose the comment I’m typing, so I can’t check if you already did this, but one thing that might help your retention on denser educational videos is adding timestamps so people, who aren’t interested in the dorky details like I am, can skip ahead to the pretty examples if that’s all they want.
Hey thanks for the great feedback. I do actually put timestamps in the video's but the way yotube's UI works it's not always very apparent. I don't plan on changing my technical videos, so stayed tuned. I have some other things coming up.
@@christopher3d475 woo!!! I’m happy to hear it 🥳
Hey, thanks for all the work you do on this stuff. I follow your channel and you easily give some of the most comprehensive explanations of the underlying technical details behind a lot of these effects. It's a great resource.
I love the more technical content, but I'm also an engineer by trade. It says a lot about your dedication to providing useful content that you are willing to adjust your presentation to better suit your audiance.
Your content already deserved a sub, but that dedication makes it certain.
Thanks for making this video available, Chris! You are a phenomenal educator. I love your presentation manner and demeanor. One gets the sense that you got us covered and are building from simple principles to a fuller understanding that is nuanced, practical and complex while remaining unhurried, which is the perfect approach for covering technical topics. I look forward to discovering other videos on your channel!
You go so much in to detail with your theory videos and it helps so much with understanding WHEN to use a feature. You do it really well aswell so keep it up!
I like both the theory and the quick vids.
I am going to be honest, I couldn't complete the technical video prior to this, but I completed this one and learned a lot. This just goes to show you care about the people who watch your videos. Thank you for your hard work!
You are an exceptional teacher. I'll be watching all your videos..
I personally love the technical stuff.
I guess it will offer more robust control to match the 3D renders to match camera filmed sequences, Am just a noob to Blender but I know something about other things I think this will be helpful to me.
Why tint only adds magenta and green, why not other colors?
Watch the original video, it explains why. ruclips.net/video/_FmOeZ5QoPk/видео.html
I watched the previous video, but still don't quite get it why it is any better than doing white balance in post. Only pre-viz purposes?
very interesting... hope u explain blue noise denoise sample vs the classic one, even though it was implemented in 4.2, coz i cant find any explanation about it
I might touch on it in an upcoming video. It's a subtle thing, and is very dependent on a given scene to be of benefit.
I see you are trying to "cast a bigger net" nothing wrong with it, and I understand both parties (you and the followers like me): you want more views/subs, we want high level of technical info like no other channel does. I think where it all went wrong is having this "diluted alternative video", probably it would have been better received if there was a warning on the original video like "Technical explanation coming, if you want to jump to the examples skip ahead and go to XX:XX", OR put some examples first and then go deeper into the technicalities.
I appreciate your videos as always Christopher, but I'm guessing the white balance is a non-event for 90% of Blender users?
It might be a nice-to-have for some technical workflows, but I don't see a huge benefit from just creating my lighting based on the default D65 preset and then just using appropriate Kelvin values for each light source, as we've been doing for years.
Coming from a photography background, I see the Tint correction more as... well, a correction to 'dirty' lights that aren't perfect on that axis. But in the digital realm, lights typically come in perfect on their respective axis and just adjusting the Kelvin goes a long way.
Do you feel that White Balance gives you new possibilities you didn't have before?
There's probably a reason why white balance is a standard feature in all major render engines. Blender is just catching up.
@@christopher3d475 as I was watching your videos I was trying to come up with the reason. Can you think of one that you couldn't solve equally easily by adjusting your light colors?
But sure: compatibility is a pretty big 'feature' when you want interoperability between packages.
@@diminishedreturn If you've got lights that have photometric light information, it doesn't make sense to alter those. Besides, if you look at my examples, I was able to change the white point without having to rerender the image, giving me the ability to produce artistic adjustments to the image instantly. No need to rerender which you'd have to do when changing the lights themselves.