After struggling with this issue for so long and watching countless RUclips tutorials, I finally found your video, and it worked in just 5 minutes. I’ve never commented on any other video before, but today, I just have to thank you from the bottom of my heart. Your video has truly saved my day.
I was so clueless about what to do with normal maps, every tutorial basically talking about normal maps assuming the people who look for TUTORIALS about Normal Maps know how to use them, which is ridiculous. And this video explains it in a really detailed, but compact way. I'll make sure to check more of your videos. This was really well explained.
Thank you! I’m really glad it helped! I felt the same way when I was brand new and that’s exactly why I started making videos in the first place. Appreciate you watching and taking the time to leave a note. Thank you!
You deserve so many more subs than you have. The explanation in your videos are single handedly the most comprehensive I've ever seen for free. Im sharing your channel everywhere.
This was super useful. As a complete newbie in Blender I was trying to figure out what I was doing wrong with connecting a normal map to the normal field. Now I know! Thanks!
Hi Brandon, please als make a review on 1) BAGAPIE 2) BOTANIQ 3) GARDENER 4) GRASSBLADE 5) GRASWALD and 6) VEGETATION PRO -anyway, your videos are straight forward - I like it very much
Sorry for the question, will the objects created with this material system, realistic effects that are seen in Blender, give the same 3D chat effects etc ? Thank you.
Quick question: I'm sure you've used "Crazy Bump". CB produces 4 extra files: Normal, Occular, Spec, and Disp. Which one of these is the Bump Map? Is it the Disp file? THX!
how do we use ambient oclusions maps and other maps that come with a PBR set and that node wrangler principled setup doesnt add them or doesnt work at all if you select them?
Hello, i have a question, lets say i want to darken the areas where i sculpted a dent. Is using normal maps the best way to acomplish it(imagine i drew a line and i want that line to be darker the the rest of the face)
Yes. But you can plug them both into a mapping node (and a texture coordinate node) and scale them altogether. I cover that in part two of my shading series.
Hi! There are some tricks to bring in all the PBR materials set up the right way using node wrangler or Poliigon has a pretty good addon. But yea, it’s another step. Take care!
I really don't like using blueprints. I'll code in C++, C#, Rust, a custom language, idgaf I just don't like blueprints. EDIT: While messing around it seems like most of if not all of this stuff can be done from the properties tabs, and changes get reflected in the shader window. Still, it's hard to combine diferent maps, so blueprints it is ugh...
Don't use normal map strength >1 easily just because it "looks better". The normal captured and represented in the map *is* meant for strength 1. If normal offset in X is -5° you want to maintain those -5° and not make it -40° or something. Using a combineXYZ set at [0.5, 0.5, 1] into a normal map node driving a sharp glossy is an easy way to illustrate what is happening with the X and Y components. Normal maps don't magically "do more" than bump maps; their benefits are producing large areas of offset normal using a single color (bump would need a fine resolution gradient) and being a simple lookup value from a texture map, whereas their drawbacks are for tangential rely on UV space to generate the correct result, cannot be easily mixed. I personally prefer to use bump maps over normal maps; they mix easily, directions and continuity can be verified using microdisplacement temporarily, can be easily drawn/modified, at the cost of being more heavy to compute since the normal now has to be calculated instead of just looked up. "Normal maps for everything" makes a lot more sense in game engines and need every fps optimization you can get. There are several issues about normal/bump maps, especially for up close use, where you should really consider microdisplacement instead especially for large frequency changes/deep modifications. Comes at a huge cost though, but will look waaaay better than the fake counterparts.
Can you elaborate on this or your example? As long as your specular value is .5 and roughness value is not higher than 1, you shouldn't have a problem. Going above 1 on roughness will create strange flat looking results, but the Normal map is still working and producing shadows, they don't conflict with another.
Your voice and the information are very clear and very concise, BUT so many "memes" turns a great tutorial in a "for Dumb" persons tutorial, and BECAUSE you ask for MONEY, you need to think and decide, DO you wanna be informative and professional or do You wanna be a dumb digital trash maker, you cannot be both at the same time.
Hello! For more on normal maps, see this post: brandonsdrawings.com/normalmaps/
After struggling with this issue for so long and watching countless RUclips tutorials, I finally found your video, and it worked in just 5 minutes. I’ve never commented on any other video before, but today, I just have to thank you from the bottom of my heart. Your video has truly saved my day.
Glad I could help make it click. Thank you!
Learning so much faster with your help. Thank you for everything.
Wow, thank you so much!! And I am incredibly glad to hear the videos are helping. THANK YOU!!
I was so clueless about what to do with normal maps, every tutorial basically talking about normal maps assuming the people who look for TUTORIALS about Normal Maps know how to use them, which is ridiculous. And this video explains it in a really detailed, but compact way. I'll make sure to check more of your videos. This was really well explained.
Thank you! I’m really glad it helped! I felt the same way when I was brand new and that’s exactly why I started making videos in the first place. Appreciate you watching and taking the time to leave a note. Thank you!
I love how you explain everything. Simple and effective, thank you.
Thank you! That means a lot! Thank you for watching too!
You’re so clutch for this bro thank you so much
You deserve so many more subs than you have. The explanation in your videos are single handedly the most comprehensive I've ever seen for free. Im sharing your channel everywhere.
Thank you again! That is so great to hear!!
that little science experiment at 2 minutes was awesome
Glad you liked it. I thought it helped me understand how the colors worked on the normals. Take care!
This was super useful. As a complete newbie in Blender I was trying to figure out what I was doing wrong with connecting a normal map to the normal field. Now I know! Thanks!
Thank you so much for this explanation. This is the first video/tutorial that has actually showed the the exact thing I had trouble with.
Awesome, thanks for taking the time to leave the kind comment. Means a lot!!
Brandon I love you brooo, I've been looking for this❤🔥🔥
Thank you very much, this helped a lot!
Also thank you for keeping it simple and to the point :D
Great explanation Brandon, thank you. Just tried it.....works nicely. Cheers
Thanks again Joe!
this is very helpful. thank you
Very happy to hear it was useful and again, thank you so much for the support!!
Another super video. Thanks again.
thank you! ❤
You are very welcome! 🙏
Thanks for the awsome tutorial.
Thank you!!!
really Helpfull
Thanks really useful :)
Glad to hear. Thank you! 🙏
Great looking video mate cheers
Thank you!!
thanks so much!!
nice tutorial... greetings from Italy
2:18 is where he talks about how to use it
Thanks!
Thanks man
Thanks
You are very welcome.
You're the besttt
Excellent tutorial. Perfect pace and detail. I still forgot to set normal map to non color tho ;)
Can we make any image to black amd white and make it act as a normal map ?
Hi, nice video thanks ! But what is the use of the "bump node" and on the principal BSDF, what is about the "Tangent" and those other things ! Thanks
start 4:00
SUBSCIBED👊😎
how do you export those normal maps?
Hi Brandon, please als make a review on 1) BAGAPIE 2) BOTANIQ 3) GARDENER 4) GRASSBLADE 5) GRASWALD and 6) VEGETATION PRO
-anyway, your videos are straight forward - I like it very much
Nice
Sorry for the question, will the objects created with this material system, realistic effects that are seen in Blender, give the same 3D chat effects etc ? Thank you.
Quick question: I'm sure you've used "Crazy Bump". CB produces 4 extra files: Normal, Occular, Spec, and Disp. Which one of these is the Bump Map? Is it the Disp file? THX!
While it may not be the exact same thing, the Displacement map should be very close to a bump map.
2:25 Aha! Bump Map is the DISP file.
how do we use ambient oclusions maps and other maps that come with a PBR set and that node wrangler principled setup doesnt add them or doesnt work at all if you select them?
Real chad :)
Hello, i have a question, lets say i want to darken the areas where i sculpted a dent. Is using normal maps the best way to acomplish it(imagine i drew a line and i want that line to be darker the the rest of the face)
what happens when I scale etc the colour map ?, will the normal map need to be scaled to fit ?
Yes. But you can plug them both into a mapping node (and a texture coordinate node) and scale them altogether. I cover that in part two of my shading series.
the girl
Thank for the tut. the fact that you have to specify the NON-COLOR thing is really annoying
Hi! There are some tricks to bring in all the PBR materials set up the right way using node wrangler or Poliigon has a pretty good addon. But yea, it’s another step. Take care!
@@Brandon-3D thank you!
thanks from india
Thank you again from California!!
I really don't like using blueprints. I'll code in C++, C#, Rust, a custom language, idgaf I just don't like blueprints. EDIT: While messing around it seems like most of if not all of this stuff can be done from the properties tabs, and changes get reflected in the shader window. Still, it's hard to combine diferent maps, so blueprints it is ugh...
Don't use normal map strength >1 easily just because it "looks better". The normal captured and represented in the map *is* meant for strength 1. If normal offset in X is -5° you want to maintain those -5° and not make it -40° or something. Using a combineXYZ set at [0.5, 0.5, 1] into a normal map node driving a sharp glossy is an easy way to illustrate what is happening with the X and Y components. Normal maps don't magically "do more" than bump maps; their benefits are producing large areas of offset normal using a single color (bump would need a fine resolution gradient) and being a simple lookup value from a texture map, whereas their drawbacks are for tangential rely on UV space to generate the correct result, cannot be easily mixed. I personally prefer to use bump maps over normal maps; they mix easily, directions and continuity can be verified using microdisplacement temporarily, can be easily drawn/modified, at the cost of being more heavy to compute since the normal now has to be calculated instead of just looked up. "Normal maps for everything" makes a lot more sense in game engines and need every fps optimization you can get. There are several issues about normal/bump maps, especially for up close use, where you should really consider microdisplacement instead especially for large frequency changes/deep modifications. Comes at a huge cost though, but will look waaaay better than the fake counterparts.
😁
4:15
Wtf if you set Roughness too high then Normal Maps don't work in Cycles ...at all. (by themselves alone)
Can you elaborate on this or your example? As long as your specular value is .5 and roughness value is not higher than 1, you shouldn't have a problem. Going above 1 on roughness will create strange flat looking results, but the Normal map is still working and producing shadows, they don't conflict with another.
she is pretty!...that girl! 👧 😎
You are sounding like a creep.
Who's the girl in the video, i'm just in love XD
Lol. Stock footage unfortunately :)
@@Brandon-3D 🤣🤣🤣
I am kind but broke
Absolute waste of time. Get to the point! Go to the next video everyone!
these fucking stock videos
U KNOW UR STUFF BUT UR A BAD TEACHER
Thanks
Your voice and the information are very clear and very concise, BUT so many "memes" turns a great tutorial in a "for Dumb" persons tutorial, and BECAUSE you ask for MONEY, you need to think and decide, DO you wanna be informative and professional or do You wanna be a dumb digital trash maker, you cannot be both at the same time.
@@mikeeotool2677 thanks for the feedback.
Thanks!
THANK YOU! Very great duo for the support. Sorry it took a few days, I was in Southern California on vacation. Thank you again!!!
Thanks!
Thank you 🙏 that is hugely appreciated. Thank you, thank you, thank you!
Thanks!
Thank you so much! The support goes a long way and is very much appreciated!!!
Thank you!
Thanks!
Thank you soooo much!!! Sorry it was delayed!!
Thanks!
Thank you, thank you, thank you!!!