Parallax Occlusion Mapping [In Blender]

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  • Опубликовано: 24 дек 2024

Комментарии •

  • @TheObservatoryShow
    @TheObservatoryShow  3 года назад +11

    Hey everyone! Hope you're having a great day! Let us know if you have any questions or suggestions!

  • @skorqion_art
    @skorqion_art 3 года назад +24

    Nodes still scare me a lot so having someone guide me through is really helpful and you do a great job at it :D

    • @TheObservatoryShow
      @TheObservatoryShow  3 года назад +3

      Nodes can be overwhelming at first, but they're really fun once you get a hang of them! Thank you for watching!

    • @kryptboy
      @kryptboy 6 месяцев назад

      How has your journey been? I hope you've explored lots more since this comment!

  • @bobogus7559
    @bobogus7559 2 месяца назад

    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.

  • @ege.the.engineer
    @ege.the.engineer 11 месяцев назад +8

    We definitely need default Parallax input or node in blender 4.5 or smth

  • @Catastrio
    @Catastrio 3 года назад +2

    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!

  • @cubeified_
    @cubeified_ Год назад

    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

  • @cedricaguilar4501
    @cedricaguilar4501 3 года назад +2

    This is amazing.

  • @lugui
    @lugui 3 года назад +12

    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

  • @Peterscraps
    @Peterscraps 2 года назад +2

    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.

  • @MrRolord
    @MrRolord 3 года назад +3

    Very nice explained ^^ -Robin Janowsky

    • @TheObservatoryShow
      @TheObservatoryShow  3 года назад

      😊 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!

  • @juliaalder2007
    @juliaalder2007 6 месяцев назад +1

    This is awesome. But how can we bake/export it?

  • @theshuman100
    @theshuman100 2 года назад +2

    i mean whats stopping you from using the regular height map as an input for how much you subtract from the incoming normal

  • @MoctorDac
    @MoctorDac Год назад +1

    so this only works with generated Coords? I can't see many uses for this If I can't use it with UV mapping

  • @ellen_ayu
    @ellen_ayu 3 года назад +6

    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

    • @TheObservatoryShow
      @TheObservatoryShow  3 года назад +1

      Yes! We definitely have some ideas for Texture videos! Thank you for watching 😄

  • @SheigonSheffield
    @SheigonSheffield 2 года назад

    Cool, i'll try it

  • @vizdotlife
    @vizdotlife 10 месяцев назад

    this is awesome!

  • @alhdlakhfdqw
    @alhdlakhfdqw 2 года назад +2

    hey man great turtorial thank you for sharing! subbed! :)

  • @CreaturePC
    @CreaturePC Год назад +2

    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

  • @sk.mahdeemahbubsamy2857
    @sk.mahdeemahbubsamy2857 3 года назад +2

    Good content keep it up,👍

    • @TheObservatoryShow
      @TheObservatoryShow  3 года назад +1

      Thank you! Hopefully it helps, thanks for watching 😁

  • @sanicsanya
    @sanicsanya 2 года назад

    Thank you! (especially thanks for free dowlonable file with parralax material)

  • @untrupus
    @untrupus 2 года назад +1

    cool

  • @sreliata
    @sreliata Год назад

    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!!

    • @reojack5665
      @reojack5665 Год назад

      Watch cg masters ice parallax tutorial, probably the best parallax tutorial on RUclips

  • @bipmatt
    @bipmatt Год назад

    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
      @bipmatt Год назад

      SOLVED IT, JSUT NEED A world to tangent converter between geometry incoming and multiply

    • @mrpocho7676
      @mrpocho7676 11 месяцев назад

      @@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

  • @odinniereece4096
    @odinniereece4096 Год назад

    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

  • @TheMrGooglyeyez
    @TheMrGooglyeyez 2 года назад +3

    How to you export parallax in blender to any game engine? Do they need to bake materials?

    • @TheObservatoryShow
      @TheObservatoryShow  2 года назад

      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.

  • @antirevomag834
    @antirevomag834 2 года назад +1

    could be useful for a model i'm currently making. the normal maps just aren't catching the "bumps" well enough.

  • @KalponicGames
    @KalponicGames 3 года назад +2

    How we export this in game engine like unity?

    • @TheObservatoryShow
      @TheObservatoryShow  3 года назад +1

      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 😁

  • @myfriend2682
    @myfriend2682 2 года назад

    The image is no more well centered if I rotate the plane for example 90 degrees around X.