There are a couple of optimizations that can be done overall. First of all, instead of inputting a cube, deleting it in edit mode, and then adding a plane, all you need to do is just create a plane (especially since you're using Generated texture coordinates). Second, instead of plugging a Value node into a Multiply Vector node, use the Scale option instead, as that only calls for a single numeric value while doing exactly what you want. In addition, this won't work in all situations, particularly viewing the plane up close at a glancing angle, which warps the texture. This happens because the angle at which you are viewing the plane in this situation is quite shallow in the distance but fairly steep right in the foreground. More is needed to obtain data on the viewing location and add depth before this will be practical in the video game applications you demonstrated in the beginning.
First and wow it feels like you can read my mind. Every time I encounter a Blender mystery, it feels like you guys make a video exactly when I need it!
at 3:41 you can go to where u can add or remove sockets and and you can make a socket from there and and change the node type to float since float value only has one control and wala
Damn, it was very useful, I was trying to achieve the same effect without really knowing what it is and I've been failling for some time I'll toy with it and try to figure it out, but for sure I want it to be officially supported, it would be MUCH simpler
1:36 that happens when premultiplied alpha is interpreted as straight alpha. The only place I know of to flag that is the in the compositor with the alpha over node.
😊 Thank you for figuring this out for us! I had been trying to piece it together on my own and just couldn't figure it out! You're the best, thank you for watching!
Oh my... Thank you 💖💖... I've been searching for texture explaining videos.. and wondering when you make a video like that.. and boom 💥 💥 🤣🤣🤣 .. can you explain other methods about texture 🙏 especially for mobile game
I also do texture sruff in blender, and I once tried to make a camwra following texture effect xombined to a RGB screen shader, it took me more than 2 months to make it perfect and relastic I might upload its demontratiom video by next week as i am still making it And i used your video for making a paralax shader also, but i used your node setup as base and now perfecting it, might take a few weeks more
Absolutely loving this! My question however would be: how would paralax work with textures, no alphas and pre-existing UV's? Is there any way to incooperate this? It would work great on eyes!!
Really great tutorial. im workign on a cartoon mouth shader with teeth and tongue on differetn layers. 1 question it only works on the z depth atm, if i rotate the plane vertically then the trick doesnt work. Any idea how i can fix this?
@@bipmatt I dont know if you are answering this but exactly how did you do it? I have the same problem and I cant seem to find a world to tangent converter anywhere
Displacement node into a math node set to multiply... The value u multiply by should control the Parallax effect.. and the the ouptut of the multiply node replace the value node
I don't have much experience with any game engines, but my assumption would be that you'd just use a height/displacement map within the engine. You can generate a heightmap using a 3d model by creating a material that uses a color gradient to shade your object from black to white depending on its Z coordinates, and render it from top down. This is something we can cover in a tutorial at some point, but a tutorial probably exists on RUclips already as well! I hope this answers your question.
I took a quick look into it, and Unity has something called a Parallax Occlusion Mapping node! I don't know how it works, but it'll be a good place to start! Thanks for watching 😁
Hey everyone! Hope you're having a great day! Let us know if you have any questions or suggestions!
Nodes still scare me a lot so having someone guide me through is really helpful and you do a great job at it :D
Nodes can be overwhelming at first, but they're really fun once you get a hang of them! Thank you for watching!
How has your journey been? I hope you've explored lots more since this comment!
There are a couple of optimizations that can be done overall. First of all, instead of inputting a cube, deleting it in edit mode, and then adding a plane, all you need to do is just create a plane (especially since you're using Generated texture coordinates). Second, instead of plugging a Value node into a Multiply Vector node, use the Scale option instead, as that only calls for a single numeric value while doing exactly what you want.
In addition, this won't work in all situations, particularly viewing the plane up close at a glancing angle, which warps the texture. This happens because the angle at which you are viewing the plane in this situation is quite shallow in the distance but fairly steep right in the foreground. More is needed to obtain data on the viewing location and add depth before this will be practical in the video game applications you demonstrated in the beginning.
We definitely need default Parallax input or node in blender 4.5 or smth
First and wow it feels like you can read my mind. Every time I encounter a Blender mystery, it feels like you guys make a video exactly when I need it!
Hopefully it helps! Thank you for watching 😁
at 3:41 you can go to where u can add or remove sockets and and you can make a socket from there and and change the node type to float since float value only has one control and wala
This is amazing.
I hope you find it useful! Thank you for watching!
Damn, it was very useful, I was trying to achieve the same effect without really knowing what it is and I've been failling for some time
I'll toy with it and try to figure it out, but for sure I want it to be officially supported, it would be MUCH simpler
I agree 100%! Thanks for watching 😀
1:36 that happens when premultiplied alpha is interpreted as straight alpha. The only place I know of to flag that is the in the compositor with the alpha over node.
Very nice explained ^^ -Robin Janowsky
😊 Thank you for figuring this out for us! I had been trying to piece it together on my own and just couldn't figure it out! You're the best, thank you for watching!
This is awesome. But how can we bake/export it?
i mean whats stopping you from using the regular height map as an input for how much you subtract from the incoming normal
so this only works with generated Coords? I can't see many uses for this If I can't use it with UV mapping
Oh my... Thank you 💖💖... I've been searching for texture explaining videos.. and wondering when you make a video like that.. and boom 💥 💥 🤣🤣🤣 .. can you explain other methods about texture 🙏 especially for mobile game
Yes! We definitely have some ideas for Texture videos! Thank you for watching 😄
Cool, i'll try it
this is awesome!
hey man great turtorial thank you for sharing! subbed! :)
Welcome to the channel 😄Thank you very much!
I also do texture sruff in blender, and I once tried to make a camwra following texture effect xombined to a RGB screen shader, it took me more than 2 months to make it perfect and relastic
I might upload its demontratiom video by next week as i am still making it
And i used your video for making a paralax shader also, but i used your node setup as base and now perfecting it, might take a few weeks more
Good content keep it up,👍
Thank you! Hopefully it helps, thanks for watching 😁
Thank you! (especially thanks for free dowlonable file with parralax material)
cool
Absolutely loving this! My question however would be: how would paralax work with textures, no alphas and pre-existing UV's? Is there any way to incooperate this? It would work great on eyes!!
Watch cg masters ice parallax tutorial, probably the best parallax tutorial on RUclips
Really great tutorial. im workign on a cartoon mouth shader with teeth and tongue on differetn layers.
1 question it only works on the z depth atm, if i rotate the plane vertically then the trick doesnt work. Any idea how i can fix this?
SOLVED IT, JSUT NEED A world to tangent converter between geometry incoming and multiply
@@bipmatt I dont know if you are answering this but exactly how did you do it?
I have the same problem and I cant seem to find a world to tangent converter anywhere
Displacement node into a math node set to multiply... The value u multiply by should control the Parallax effect.. and the the ouptut of the multiply node replace the value node
How to you export parallax in blender to any game engine? Do they need to bake materials?
I don't have much experience with any game engines, but my assumption would be that you'd just use a height/displacement map within the engine. You can generate a heightmap using a 3d model by creating a material that uses a color gradient to shade your object from black to white depending on its Z coordinates, and render it from top down. This is something we can cover in a tutorial at some point, but a tutorial probably exists on RUclips already as well! I hope this answers your question.
could be useful for a model i'm currently making. the normal maps just aren't catching the "bumps" well enough.
Parallax Occlusion Mapping definitely comes in handy!
How we export this in game engine like unity?
I took a quick look into it, and Unity has something called a Parallax Occlusion Mapping node! I don't know how it works, but it'll be a good place to start! Thanks for watching 😁
The image is no more well centered if I rotate the plane for example 90 degrees around X.