Also, the whole wooden flooring with one image texture workflow is life changing. I'm only 18 months into my 'part time' Blender odyssey, but your tuts are so effortless and enjoyable to watch as you find something cool and get so excited about it, I just hope that 12 years later I'm even half as skilled as you are. Thanks
I'm glad you showed the example with the Light Paths bounce settings and the glass. I know many people always try to decrease render times and there are a lot of tutorials with tips how do that - I just watched a new one recently. Almost all of them mention reducing the max bounces and say something like, "you usually don't need that many bounces and it almost looks the same", sometimes they even show that it looks mostly the same. The problem is, they only present this as a method of lowering render times, but they miss out on the opportunity to show where higher bounces actually do make a difference. And then people are always using the low bounce values for every render but wonder why their glass doesn't look good, why there are black artifacts etc. and often don't have a clue where it comes from, because many tutors don't tell what negative results the low bounces could have. Another example are the Transparent bounces, which are for one independent from the Max Bounces what many don't even know, and secondly even higher values don't have such a high impact on render times (especially if there is not much transparency in your scene). I once saw quite a good smoke tutorial from a mostly good tutor, but when the animation was rendered there were a few black artifacts flickering in the smoke. He explained, that this is unfortunately a disadvantage of using the Adaptive Domain, because it would tend to clip some of the smoke or anything, but for the sake of faster simulation it is something you had to live with if you don't want to use even higher resolutions and disable the Adaptive Domain. But that's all nonsense, the black artifacts were only showing because of too few Transparent bounces and he could have easily get rid of that issue by increasing the bounces (you don't even have to rebake the simulation or anything) and it wouldn't even render that much longer.
So many things to love about that video, but from a guy who has a traditional print background but who loves learning 3D and especially your channel, when you instinctively adjusted your kerning on the fly while still chatting away, that was especially cool and I was 'there is a reason I like this guy'... Its always in the details and you smash that every time. That was class...
потенциал BLENDER в том, что он покрывает рынки не только UNITY и UE, но и AutoCad. в Blender программисту просто невозможно не влюбиться. гениально! и автор видео подтверждает мои слова! зачем "куча проводов", когда можно заменить одним?
So (around 8:08) ... there are two options: Either hating two-handed-pressed-keys (you about the parenthesis, hehehe), btw which there was no need for, OR learning first grader mathematics. In that case the Associative Property (or law) of multiplication. You can write x *-1 * 12 / 16 or x * 12 * -1 / 16 or x / 16 * 12 * -1 or 12 * x * -1 / 16 and so on (test it with x = 192, every result is -144), meaning NO PARENTHESIS NEEDED[1]. You can even simplify the equation by combining the individual terms, like: x * -12 / 16. That is even more clearer to watch. Well, that is really basic. It can't be more basic:) (Hope I have no mistake/swapped number or char, qed, hehehe) Thank you for the wonderful tutorial and sharing your great experience with us, subscribed!:) [1] It can be debated (which I will not do, because anything additional is not only complicated for the eye, but also not intuitive in terms of math and beauty), but additional and not needed mathematical symbols hide your intent, possibly even confuse the viewer. Anyways ... why do I explain my intent? You yourself made clear that ADDITIONAL keystrokes are a pest and I practically say the same: Superfluous Mathematical Symbols just lead us into chaos (which is a topic for another day ... noise and fractals?! hehehhehe).
Oh, and what I forgot in my long comment on bounce settings, I really favour the EXR format as well. As long as I don't want to do a final render with everything composited and make a video out of it, the EXR format is fantastic. I usually use DWAA compression (I don't need DWAB for reasons you mention and found the files even smaller with A instead of B), and with that compression it looks as if it was lossless to me as well and the files are even smaller than PNG files. And they preserve brightness etc. as you said, so you can render them completely without any compositing just to save the image sequence as is. Later when you want to do compositing you can import the sequence into the compositor, do everything you want and just render it quickly and directly as a video file without having to be afraid it crashes or anything because you don't have to render the full scene anymore. And if you don't like the compositing afterwards, you can always do new composites from the EXR sequence without full re-rendering of the animation.
I'm gonna have to check out this Derrick dude. As an American your accent makes your tutorials so ...calming? Which is good because I often get frustrated with blender. But sometimes i forget that I'm supposed to be practicing and not listening to ASMR
For single texture use it is sometimes good to separate channels and use only one channel for displacement, another for roughness, etc .... can give better results.
The Stream was awesome Quick tip for the gears don't use make cyclic for keyframe animation just use linear extraprolation just as a tip for the people watching this "Tutorial". I struggled some hours with that greetings from germany 👋
I'm not changing gears here (what a pun!), but you also can easily calculate the sizes (scaling) of the bigger/smaller gears. ... guess what formula can be used to do that?!;O) Just a hint: You used it already (at least when you were wrong), hehe:)
man i wish i could joined the live chat so that i could ask you to make a tutorial about how you actually do the walking animation and manage every frames after rigging anything
Yeah sorry I like to stream unannounced sometimes!! It would be cool to do an animation stream some time! Could be a bit repetitive since it’s all about tweaking, but perhaps it could be fun nevertheless
Non-Fan boy question. When you talk about your PC specs you talk about the CPU specs a lot, but they aren't ticked in the preferences? Doesn't that mean that they aren't used by Blender, only the GPU? Do you 'tick' them both only when rendering? Do they actually serve 2 different purposes? Thanks
Yes it works to a certain degree! (Pun not intended!!) but the math becomes more difficult, because there is a hard limit of 1.0x conversion in the constraint. So you end up having to use multiple constrains for each gear, which makes drivers easier in my opinion
Haha amazing! I just wanted to comment under another one of your videos that a video about animating gears would be nice and there it is! But I have one problem: I wanna make something like a clockwork mechanism. And there you always have one gear that spins very fast. First in one direction, then it stops and then in the other direction. That gear is attached to a spring. How would you use that one as the controller and how would you make the driver that basically says "Everytime the Z rotation changes direction, move that gear"? I can't wrap my head around it.
A little late, but may help somebody else as well. You need to search something like a square signal function to apply in the equation. Basic signal theory. You can do a lot of procedural animations with that.
I wish I could have a custom startup scene! Since I’m making tutorials it would be quite confusing for beginners if my blender doesn’t look or behave identical to a fresh install
late answer but you can ai upscale later and usually there is not enough difference at first glance, but if you have too much detail that is lost then go full hd (1920x1080)
Soooo much good stuff in here, thanks so much Asbjorn! The Light Paths section alone... perfect.
this video has potential for so many memes
Fr like the first minute of the video: „quick drivers tutorial” w/ the video being 2h long
I just realised it was likely a livestream lol
vid name: "Chocolate reflections"
Also, the whole wooden flooring with one image texture workflow is life changing. I'm only 18 months into my 'part time' Blender odyssey, but your tuts are so effortless and enjoyable to watch as you find something cool and get so excited about it, I just hope that 12 years later I'm even half as skilled as you are. Thanks
I'm glad you showed the example with the Light Paths bounce settings and the glass. I know many people always try to decrease render times and there are a lot of tutorials with tips how do that - I just watched a new one recently.
Almost all of them mention reducing the max bounces and say something like, "you usually don't need that many bounces and it almost looks the same", sometimes they even show that it looks mostly the same.
The problem is, they only present this as a method of lowering render times, but they miss out on the opportunity to show where higher bounces actually do make a difference. And then people are always using the low bounce values for every render but wonder why their glass doesn't look good, why there are black artifacts etc. and often don't have a clue where it comes from, because many tutors don't tell what negative results the low bounces could have.
Another example are the Transparent bounces, which are for one independent from the Max Bounces what many don't even know, and secondly even higher values don't have such a high impact on render times (especially if there is not much transparency in your scene).
I once saw quite a good smoke tutorial from a mostly good tutor, but when the animation was rendered there were a few black artifacts flickering in the smoke. He explained, that this is unfortunately a disadvantage of using the Adaptive Domain, because it would tend to clip some of the smoke or anything, but for the sake of faster simulation it is something you had to live with if you don't want to use even higher resolutions and disable the Adaptive Domain. But that's all nonsense, the black artifacts were only showing because of too few Transparent bounces and he could have easily get rid of that issue by increasing the bounces (you don't even have to rebake the simulation or anything) and it wouldn't even render that much longer.
So many things to love about that video, but from a guy who has a traditional print background but who loves learning 3D and especially your channel, when you instinctively adjusted your kerning on the fly while still chatting away, that was especially cool and I was 'there is a reason I like this guy'... Its always in the details and you smash that every time. That was class...
You are frighteningly good at your job dude hope you get paid accordingly and have a stress free life. Thanks for all of this inspiration!
Dudes rich wtf you hoping for?
потенциал BLENDER в том, что он покрывает рынки не только UNITY и UE, но и AutoCad. в Blender программисту просто невозможно не влюбиться. гениально! и автор видео подтверждает мои слова! зачем "куча проводов", когда можно заменить одним?
So (around 8:08) ... there are two options: Either hating two-handed-pressed-keys (you about the parenthesis, hehehe), btw which there was no need for, OR learning first grader mathematics. In that case the Associative Property (or law) of multiplication. You can write x *-1 * 12 / 16 or x * 12 * -1 / 16 or x / 16 * 12 * -1 or 12 * x * -1 / 16 and so on (test it with x = 192, every result is -144), meaning NO PARENTHESIS NEEDED[1]. You can even simplify the equation by combining the individual terms, like: x * -12 / 16. That is even more clearer to watch. Well, that is really basic. It can't be more basic:) (Hope I have no mistake/swapped number or char, qed, hehehe)
Thank you for the wonderful tutorial and sharing your great experience with us, subscribed!:)
[1] It can be debated (which I will not do, because anything additional is not only complicated for the eye, but also not intuitive in terms of math and beauty), but additional and not needed mathematical symbols hide your intent, possibly even confuse the viewer. Anyways ... why do I explain my intent? You yourself made clear that ADDITIONAL keystrokes are a pest and I practically say the same: Superfluous Mathematical Symbols just lead us into chaos (which is a topic for another day ... noise and fractals?! hehehhehe).
Your addon just freaking amazing
Alot of Jewels in this tutorial 🔥👍🏿
Asbjorn i really like the way you explain things i learned so much from you keep the good work !
Oh, and what I forgot in my long comment on bounce settings, I really favour the EXR format as well. As long as I don't want to do a final render with everything composited and make a video out of it, the EXR format is fantastic. I usually use DWAA compression (I don't need DWAB for reasons you mention and found the files even smaller with A instead of B), and with that compression it looks as if it was lossless to me as well and the files are even smaller than PNG files. And they preserve brightness etc. as you said, so you can render them completely without any compositing just to save the image sequence as is. Later when you want to do compositing you can import the sequence into the compositor, do everything you want and just render it quickly and directly as a video file without having to be afraid it crashes or anything because you don't have to render the full scene anymore. And if you don't like the compositing afterwards, you can always do new composites from the EXR sequence without full re-rendering of the animation.
-rotation_euler does the same as rotation_euler * -1 . Much simpler!
I'm gonna have to check out this Derrick dude. As an American your accent makes your tutorials so ...calming? Which is good because I often get frustrated with blender. But sometimes i forget that I'm supposed to be practicing and not listening to ASMR
its professional level work . great
I like your tutorials
For single texture use it is sometimes good to separate channels and use only one channel for displacement, another for roughness, etc .... can give better results.
Ohhh niiice! Awesome advice, thanks!!
1:23:48 - this whole section should be a short. downloaded the whole stream and cut it down so i could have it on my desktop. loved that tip
I generally use 4 to 12 samples since i have a potato pc, and people rarely notice lol
You predicted Oppenheimer 😂😂
OMG HE NOTICED MY CHESS MESSAGE 1:42:55
The Stream was awesome Quick tip for the gears don't use make cyclic for keyframe animation just use linear extraprolation just as a tip for the people watching this "Tutorial".
I struggled some hours with that greetings from germany 👋
Aw I missed this
The round object in the filed should have been an egg sort of; refering to ostrich egg.
wow this is amazing, blender in a highes level
we need more streams they are amazing for learning keep it up bro bro !
Nice modling bro
Have you already try carver addon (native in blender) ?
I'm not changing gears here (what a pun!), but you also can easily calculate the sizes (scaling) of the bigger/smaller gears.
... guess what formula can be used to do that?!;O)
Just a hint: You used it already (at least when you were wrong), hehe:)
For self 38:00
13:00 render manager
I don’t have the gear option, can someone help me?
man i wish i could joined the live chat so that i could ask you to make a tutorial about how you actually do the walking animation and manage every frames after rigging anything
Yeah sorry I like to stream unannounced sometimes!! It would be cool to do an animation stream some time! Could be a bit repetitive since it’s all about tweaking, but perhaps it could be fun nevertheless
I Love your live streams❤
would you please tell about your pc details , ram , graphic card . and how much is cost and where to buy it . thank you
sorry i see you talk about it . thanks
HAHAHA fucking love the endiiing ahahahaah
Do you have course in blender ?
Hi 👋🏻
Bonjour j'adore ce que vous faites mais c'est dommage pour les sous-titres en français 😜👍
Non-Fan boy question. When you talk about your PC specs you talk about the CPU specs a lot, but they aren't ticked in the preferences? Doesn't that mean that they aren't used by Blender, only the GPU? Do you 'tick' them both only when rendering? Do they actually serve 2 different purposes? Thanks
Some shaders might look slightly different when rendered on the GPU compared to the CPU, so I don’t like to mix it
Can‘t u just use Constantins for the gears and turn it invert Rotation?
Yes it works to a certain degree! (Pun not intended!!) but the math becomes more difficult, because there is a hard limit of 1.0x conversion in the constraint. So you end up having to use multiple constrains for each gear, which makes drivers easier in my opinion
@@Polyfjord oh, i didn’t though about that. thanks that u are so active and answer most of the comet’s have a great day
I would have just used rigid bodies😂.
Hi, do you have anything for beginners??? 😊
Bro how can i improve my renders?
omega
Haha amazing! I just wanted to comment under another one of your videos that a video about animating gears would be nice and there it is!
But I have one problem: I wanna make something like a clockwork mechanism. And there you always have one gear that spins very fast. First in one direction, then it stops and then in the other direction. That gear is attached to a spring. How would you use that one as the controller and how would you make the driver that basically says "Everytime the Z rotation changes direction, move that gear"? I can't wrap my head around it.
A little late, but may help somebody else as well. You need to search something like a square signal function to apply in the equation.
Basic signal theory. You can do a lot of procedural animations with that.
bro has been using blender for over a decade but still doesnt have a custom startup scene 💀
I wish I could have a custom startup scene! Since I’m making tutorials it would be quite confusing for beginners if my blender doesn’t look or behave identical to a fresh install
is it worth rendering in 720p ?
late answer but you can ai upscale later and usually there is not enough difference at first glance, but if you have too much detail that is lost then go full hd (1920x1080)
Can you make logo animation vdo plssssss ❤
u should watch me when u say dota2, ooohhhhhh i know man saying that inside my mind ♥, ty for info
"euler" pronounced like "oiler"
Hi 👋
Well i am late, but
Hi 👋
Dude, come on..., Plugins. How many i have to do somthing that i dont even know
hi
Hi
liker du brunost?
Second!
First!