He not only layered his depth maps, but the audio too. Hearing tha audio phase around is quite literally the exact thing that hes doing w the textures. 😂
Texture coordinate approach would bring this up to Unreal Engine 3 standards... POM + silhouette (there's a whitepaper you can read) would bring it further than UE3 ever got it. Edit: Actually, CRYENGINE has had silhouette POM since version 3 if you need an example of what it looks like. It's still in the CRYENGINE V documentation as well, so there's probably source code for it available to look at as well.
ok despite you discovering a technique from 2010 like its new, this is the first of many blender tutorials that are actually sort of practical, we are shmoovin in the right direction
If I could remember it right, this was used in Shadow of Colossus hair, isn't it? Man, pioneers of yesteryear are genius. They got around of PS2 limitations.
It’s always amazed me that we don’t have any sort of POM implementation natively in Blender. It would be such a (relatively) easy thing for a competent graphics dev to implement given the number of papers written on the subject, and it would make scenes look better and render faster immediately.
You're right it's quick and easy to do, I did a plugin, "Yet Another Parallax Occlusion Mapping Addon". Unfortunately, It can't work properly in blender anymore. In order to work you need full control over the normals, but due to cycles and the direction they're taking eevee, the normals are clipped to above the surface to prevent artefacts caused when projecting rays. As a result it will only work when using flat planes, any curvature on the surface will cause seams. Plus, it's a hack that isn't really needed anymore, GPUs are seldom bottlenecked by the geometry calculations nowadays. So, POM actually slows down the rendering as it needs to take a lot of samples from the displacement texture and memory access is the most expensive part of the pipeline on modern graphics cards.
The applications for this in both photorealism AND 2D projects that contain parallax. This is an awesome way to achieve a whole knew level of making an object look WAY more complex than it is!
Dude that is a great presentation of a clever trick! I particularly appreciate you showing the differences in what has to be done when working in Cycles vs Eevee.
Awesome effect used similar thing before as stack to pop geometry faking 3d is nice with way less than 60 layers like 20ish or so but never seen it applied and working without stacking them over and can say it is awesome!!But ye i guess its the Paralax effect i only know of it in 3ds max but haven't tryed it in blender. Seems like a lot of setup going on in there ! Good job!
This has been a technique in realtime 3D for quite a while, although recently, with Nanite, sometimes it's actually better to do it with geometry and save the excessive texture sampling for something else.
they also do this in modern games for things that aren't meant to be studied up close for long; buildings in spider-man has rooms visible through windows that look 3d but they're actually parallax textures (or something close to that, could be technically different idk) because most of the time you'll zoom by them quickly.
Yeah I see that on the Matrix unreal engine demo as well. The windows are just planes with some neat inverted parallax to the user perspective @@blacxthornE
OLLY Ch#$@ !!!! It's been several years since I tested something similar (maybe 5-6 years ago). I didn't have the idea of separate each "layer" with greater than. (Which suggests to multiplying the same groups of nodes 1024 times.) However my approach was different, I was looking to have a real parallax without any addition of polygons (like in your last presentation). I obtained the same type of result with the vector calculation between the direction of the camera and the normal of the plane. But not having a method at the time to separate the layers or a blender capable of repeating operations several times (which is possible now), I just had a sort of deformation depending on the height of each pixel compared to the normal angle. The illusion was almost good and you just showed me what I was missing at the time. It's like extruding a texture from a camera 2D plane or shifting pixels on this plane. THANK YOU !! (hoping to have given you some more ideas...)
This is just straight up node wizardry! I've seen a bunch of people do parallax mapping but it always seemed out of reach for me... I'll try and experiment with this method
Thankfully on desktop I can fix this audio later with a system plugin but damn on mobile this is like unlistenable for now :( muted+captions works for now and the video def looks like it'll be useful!
Yo, if you get rid of the outlines, make it toggleable. Sounds weird, but if you leave it people can drive anime material effects (ex: if you're doing a riverbed, you want semi realistic rocks with clear 2d markers). If you also figure out how to drive the color of that line, it would be even more powerful This is sick btw
this is one of the coolest things ever! Except i cant follow it being a newbie to blender i cant follow your instructions on importing the depth map or how you have a "greater than" node or anything because you dont show it or really explain it. id love to try this but if you could make a more detailed video actually showing the steps that would be awesome
Hey, this looks very similar to what I did with layer stacking for POM, I had an old pc and it could barely handle like 16 layers in eevee😂. Extended it to a volumetric renderer of sorts which was a lot cleaner looking than the eevee volumetric system at least in upbge in realtime.
I'd love to see how you achieved the results at the end of the video, would be very useful for optimising since my machine is a bit slow by today's standards
That looks similar to how they used to make holograms using sheets of plastic, I'm surprised noone's done that before, or maybe I'm ignorant of it idk. That's some clever thinking doing that
Wow you're a genius!!! That's crazy how you made a flat texture look 3d. Wonder how that would look in a game and if it would lag any fps or be computer intensive as I would love that look in my game.
When trying to speed up what you are saying and using a pitch effect to correct it back to your tone it operates slightly differently on R and L channel creating this undesired widened back vocal effect. For your next videos can you please use a mono channel sound to do this? Thanks.
thank you cgpgrey but can you please convert this to sprv instruction format so that my pipeline fully understands this video. I've been trying to train him to not delete the depth buffer and crash, but he doesn't seem to understand that if he behaves good i'll feed him proper vulkan specified instructions...
This wouldn't work right for geometry that uses texture wrap for tiling because you count each tile as a layer in your thing. So like imagine a wall with brick texture tiled on it, that's a fail condition.
Are you adding depth to the audio as well to increase the effect?
yeah i noticed too xD
I peeped that too! That was dope!
I wonder if he can fix the audio without reposting the video 🙄
@@Kamado4949 he can he probably recorded audio from the mic and the camer so he had 2 lanes and frogot to mute one
if he sped up parts of the audio in premiere, it could be the artifacts@@moostar109
He not only layered his depth maps, but the audio too.
Hearing tha audio phase around is quite literally the exact thing that hes doing w the textures. 😂
I thought I was going crazy, felt like he was spinning around me 🤪😵💫
Texture coordinate approach would bring this up to Unreal Engine 3 standards... POM + silhouette (there's a whitepaper you can read) would bring it further than UE3 ever got it. Edit: Actually, CRYENGINE has had silhouette POM since version 3 if you need an example of what it looks like. It's still in the CRYENGINE V documentation as well, so there's probably source code for it available to look at as well.
ok despite you discovering a technique from 2010 like its new, this is the first of many blender tutorials that are actually sort of practical, we are shmoovin in the right direction
If I could remember it right, this was used in Shadow of Colossus hair, isn't it? Man, pioneers of yesteryear are genius. They got around of PS2 limitations.
@@amruzaky4939 it was also used in stray to make fur aswell
@@amruzaky4939 Now I know why fur looked good in The Shadow of The Colossus, but weird at the same time.
Stereo weird phased audio? Almost sounds like the Haas effect with an LFO to the depth
Tutorials on the material version of this have been around for a while, a Texture Coordinate approach would a be 2x as interesting
It’s always amazed me that we don’t have any sort of POM implementation natively in Blender.
It would be such a (relatively) easy thing for a competent graphics dev to implement given the number of papers written on the subject, and it would make scenes look better and render faster immediately.
I believe there are plans to add it to eevee and use the displacement node, like how Cycles does for tesselation
You're right it's quick and easy to do, I did a plugin, "Yet Another Parallax Occlusion Mapping Addon". Unfortunately, It can't work properly in blender anymore. In order to work you need full control over the normals, but due to cycles and the direction they're taking eevee, the normals are clipped to above the surface to prevent artefacts caused when projecting rays. As a result it will only work when using flat planes, any curvature on the surface will cause seams.
Plus, it's a hack that isn't really needed anymore, GPUs are seldom bottlenecked by the geometry calculations nowadays. So, POM actually slows down the rendering as it needs to take a lot of samples from the displacement texture and memory access is the most expensive part of the pipeline on modern graphics cards.
Vertices are mostly free to render, it's useless optimization, might even be more expensive with too many texture samples
Could you make a longer form video on the second approach, please?
The applications for this in both photorealism AND 2D projects that contain parallax. This is an awesome way to achieve a whole knew level of making an object look WAY more complex than it is!
Whoa! Even the audio has a Z axis.
parallax displacement should be supported by all 3d programs it saves so much of resources and output nice results
Ah, I remember giving a presentation on parallax occlusion mapping in university back in like 2010. I always thought it was such a neat idea.
Brilliant. Just like the grass in Tony Hawk 4.
Dude that is a great presentation of a clever trick! I particularly appreciate you showing the differences in what has to be done when working in Cycles vs Eevee.
Actually impressive, I've been waiting a long time for you to release a tutorial related to parallax mapping.
Finally found that Daft punk filter i see... useful tutorial btw
did you add drugs to the audio or did i?
Same! Thought my headphone was dying on me.
Was thinking the same lol, have the flu real bad at the moment and thought the pills were messing with me lol
Awesome solution, thank you. And it would be nice to watch about single layer approach too.
I had it in mind by a long time and I never through about using this method for real.
YES! I remember when I asked for this. You will now have my lasting gratitude (until the departure of either side from this mortal coil).
Awesome effect used similar thing before as stack to pop geometry faking 3d is nice with way less than 60 layers like 20ish or so but never seen it applied and working without stacking them over and can say it is awesome!!But ye i guess its the Paralax effect i only know of it in 3ds max but haven't tryed it in blender. Seems like a lot of setup going on in there ! Good job!
This has been a technique in realtime 3D for quite a while, although recently, with Nanite, sometimes it's actually better to do it with geometry and save the excessive texture sampling for something else.
Blender doesnt hav nanite....yet
I think this is also what they did for the hair in "shadow of the colossus". Look very nice how you did it with many more layers
they also do this in modern games for things that aren't meant to be studied up close for long; buildings in spider-man has rooms visible through windows that look 3d but they're actually parallax textures (or something close to that, could be technically different idk) because most of the time you'll zoom by them quickly.
Yeah I see that on the Matrix unreal engine demo as well. The windows are just planes with some neat inverted parallax to the user perspective @@blacxthornE
OLLY Ch#$@ !!!!
It's been several years since I tested something similar (maybe 5-6 years ago). I didn't have the idea of separate each "layer" with greater than. (Which suggests to multiplying the same groups of nodes 1024 times.)
However my approach was different, I was looking to have a real parallax without any addition of polygons (like in your last presentation). I obtained the same type of result with the vector calculation between the direction of the camera and the normal of the plane.
But not having a method at the time to separate the layers or a blender capable of repeating operations several times (which is possible now), I just had a sort of deformation depending on the height of each pixel compared to the normal angle. The illusion was almost good and you just showed me what I was missing at the time. It's like extruding a texture from a camera 2D plane or shifting pixels on this plane.
THANK YOU !! (hoping to have given you some more ideas...)
This is just straight up node wizardry! I've seen a bunch of people do parallax mapping but it always seemed out of reach for me... I'll try and experiment with this method
Wow, that really looks like looking through a lenticular lens. Could accentuate the look with some sort of banding.
The effect is so powerful that it is also effecting his
Voice
He`s the bet.
Love you see a boucle fabric material recreated with the nodes :)
This is next level. So scientific
i missed these shader videos, please make more! :D
Thankfully on desktop I can fix this audio later with a system plugin but damn on mobile this is like unlistenable for now :( muted+captions works for now and the video def looks like it'll be useful!
yeah, that really was a 'BASIC' node setup
Yo, if you get rid of the outlines, make it toggleable. Sounds weird, but if you leave it people can drive anime material effects (ex: if you're doing a riverbed, you want semi realistic rocks with clear 2d markers). If you also figure out how to drive the color of that line, it would be even more powerful
This is sick btw
this is one of the coolest things ever! Except i cant follow it being a newbie to blender i cant follow your instructions on importing the depth map or how you have a "greater than" node or anything because you dont show it or really explain it. id love to try this but if you could make a more detailed video actually showing the steps that would be awesome
Thanks for the great video! I'd love to see a tutorial on the texture coordinate only approach.
You
Are
A
Genious
Yeah my comment is also 3D layered now, but yeah I really mean it men, thanks a lot for this one.
Hey, this looks very similar to what I did with layer stacking for POM, I had an old pc and it could barely handle like 16 layers in eevee😂. Extended it to a volumetric renderer of sorts which was a lot cleaner looking than the eevee volumetric system at least in upbge in realtime.
woah i've been working on a parallax occlusion map thing for a while. cool to see you're also taking a stab
Yep. My man adding this technique to his audio as well. But instead of 3D audio, I'm experiencing 4D or even 5D.
Gir from Invader Zim has taken over our dear teacher’s body.😭
Could you do a tutorial on the single face displacement?
This is absolutely insane. Thanks so much!
I'd love to see how you achieved the results at the end of the video, would be very useful for optimising since my machine is a bit slow by today's standards
I would pay for an add-on that lets me plug in my texture and height map to automatically get a nice parallax effect.
will do soon
I just know he's secretly in space rn.
Dude, you are into something important, great work!
dope idea! thanks for the inspiration
now I know how it's called. I've seen this effect in a bunch of Minecraft shaders but damn this looks nice in bledner
I tried the UV distortion approach some time back and couldn't get it to work, so I'd definitely love to see a video on that.
Always blowing my mind dude! 😎
Bro!!! This blew my mind!
That's so smart!!!
This was great to learn about! Is this something that would be considered “practical” for environment scenes or more for close up shots?
That looks similar to how they used to make holograms using sheets of plastic, I'm surprised noone's done that before, or maybe I'm ignorant of it idk. That's some clever thinking doing that
Its been done before, just search for parallax occlusion mapping
Wow you're a genius!!! That's crazy how you made a flat texture look 3d. Wonder how that would look in a game and if it would lag any fps or be computer intensive as I would love that look in my game.
great work, deep sound
new intro rocks!
Cylon voice 😊
Sounds like a phaser or vocoder...
You do some seriously clever stuff! 👍
bro achieved 2009 Borderlands shading in 2023
Love the approach to the parallax! Impressive results! 👏👏👏
Those outlines look sick tho
When trying to speed up what you are saying and using a pitch effect to correct it back to your tone it operates slightly differently on R and L channel creating this undesired widened back vocal effect. For your next videos can you please use a mono channel sound to do this? Thanks.
Me after reading the title: YOU WILL ?!
OK, General Grievous.
great work as usual 👍
This is HUGE
Very cool. I wonder if Blender will end up absorbing parallax materials into the standard features of the software.
holy moly blender finally has POM?
Dude I bought your geo nodes book. It’s very good
Spectacular!
Actually, this contour effect you wanna fix has potential to become a stylized shader.
begging you to make the second 1 place only version as a long tutorial...
please share link of the parallax displacement version
I do this in one layer in one shader, in one stack displace, so fast !
I'm surprised you didn't mention that this comes for free in EEVEE Next.
thank you cgpgrey but can you please convert this to sprv instruction format so that my pipeline fully understands this video. I've been trying to train him to not delete the depth buffer and crash, but he doesn't seem to understand that if he behaves good i'll feed him proper vulkan specified instructions...
This wouldn't work right for geometry that uses texture wrap for tiling because you count each tile as a layer in your thing. So like imagine a wall with brick texture tiled on it, that's a fail condition.
Insane.
bravo ! thannks for sharing!
Why using the "Standard" view transform? The clipping and hue-skewing artifacts are glaringly obvious in this video.
holy crap man you are outdoing yourself on this one, this is super practical, I'd love if the 2nd version was available on the patreon
Could you like bake all of this to get it working in Unreal engine?
How ? Really how do you come up with all this. Its amazing.
Is this material technique transferable to Godot engine too ?
unholy black magic
how the hell does this work!!? what is Eevee doing to get that smooth blending??
Nice poms bro
Well that's super. Now how do we do it for games? :)
You lied in the title! This is so much better than 2x better, more likle 10x! lol.
Is this how eevee does transparency?
jesus christ its hard to listen to this audio on headphones (very cool idea tho, but I am too lazy to use it anyways)
very nice tip
woow i need that second one pls
mAGNIFICENT §
Well, hand made parallax shading for blender)
This guy walks
LOL, I use a similar technique to visualize CT scans in Blender.😆
Super useful !
Maybe he deliberately broke the audio so people comment about it and boost engagement