Blender Texture Coordinate Fundamentals: Generated vs Object

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  • Опубликовано: 21 окт 2024

Комментарии • 59

  • @lorisdiminico
    @lorisdiminico 3 года назад +7

    You sir, didn't just made my day, you made my whole holiday! I just started with blender recently and was about to blender some procedural asphalt today following a tutorial. In the tutorial it was shown with Tex Coordinates using "generated". Worked for the default plane but not when I created a long road and applied the material. Was about to lose my mind after several hours till I found your explanation Video. Now i can blender in peace the next 2 weeks. Thank you. Enjoy your holiday and keep up the good work in 2021! Cheers from switzerland!

  • @nuke2625
    @nuke2625 2 года назад +1

    wow thanx a lot man. i was really getting frustated over people using these nodes in tuts and me not kowing what exactly this does absolutely drives me crazy.

  • @garyjacobson4298
    @garyjacobson4298 2 года назад +1

    I wish I had seen this a year ago. Can't even begin to estimate how much trail and error wheel-spinning it would have saved me. Love your vid's! Don't know why, but your voice sounds like Bryan Cranston to me. I find it oddly comforting to have Bryan teach me Bender.

  • @paulandrews__
    @paulandrews__ 2 года назад +2

    7:17 There is another way to change the Origin or Pivot point of an object. Staying in Object Mode. Under the “Tool” tab of the “N” Panel you can select >Options>Transform>Affect Only>Origins. Move your Origin/ Pivot Point around to wherever you desire and then deselect it again in the N Panel.

  • @Yitzhakk
    @Yitzhakk 3 года назад +1

    Best explaination on youtube thus far from what ive been seeing.

  • @woolenwoods665
    @woolenwoods665 3 года назад +1

    the most informative foundmental turoial i ever seen sofar!

  • @sonnyobrien
    @sonnyobrien 2 года назад

    great nerdy tutorial for a concept not many would explain. thank you

    • @HelloHiHola
      @HelloHiHola  2 года назад

      Guaranteed obscurity in the Blenderverse. :)

  • @jeffg4686
    @jeffg4686 3 года назад +1

    thanks, very good explanation. Never even realized the origin was involved. I just thought it was center of BB for object mode. definitely changes perspective on how to use it.

  • @igorrus
    @igorrus 4 года назад +3

    Thanks. The best explanation so far. My advice: change the name from "Blender Texture Coordinate lesson" to something like "Blender Texture Coordinate Fundamentals: Generated vs Object" and you will have thousands of hits and more people will learn something usefull.

    • @HelloHiHola
      @HelloHiHola  4 года назад +1

      You're on! I'll set that up in a couple days. Glad it helped you out!

  • @Crowdrender
    @Crowdrender 3 года назад +2

    Cheers for making this, really helps clarify texture coordinates.

    • @benjaminfranco5828
      @benjaminfranco5828 3 года назад

      i guess it's kind of randomly asking but does anybody know a good site to stream newly released movies online?

    • @kamrynjimmy6876
      @kamrynjimmy6876 3 года назад

      @Benjamin Franco Try Flixzone. You can find it on google =)

    • @alexanderwells2884
      @alexanderwells2884 3 года назад

      @Benjamin Franco I would suggest flixzone. You can find it by googling =)

    • @terrencetheo568
      @terrencetheo568 3 года назад

      @Kamryn Jimmy Yup, have been using Flixzone for months myself :)

    • @omarithaddeus2827
      @omarithaddeus2827 3 года назад

      @Kamryn Jimmy thanks, I went there and it seems like a nice service =) Appreciate it!!

  • @musubi-bi
    @musubi-bi 8 месяцев назад

    Thank you so much man for your explanation, helps me out a lot!

  • @ab-uo6rd
    @ab-uo6rd 3 года назад +1

    10:06 what he wanted to say was "but when we go in EDIT MODE", just in case someone else does not know why its not working for you. SO scaling in object mode will addect the pixel density while scaling in edit mode wont effect the pixel density.

  • @yuwish6320
    @yuwish6320 2 года назад

    I cannot upvote this enough. Simple, informative, and even a bit funny. ty for this clear and concise video. Very useful. I have a much better understanding of Generated vs Object coordinates and texturing now.

    • @HelloHiHola
      @HelloHiHola  2 года назад

      Subscribing helps! 😅 Thank you for the kind words. Happy blending!

  • @retromograph3893
    @retromograph3893 2 года назад

    Grid vid, this was indeed the burning question on my mind!

  • @ricardogerboles
    @ricardogerboles 2 года назад

    Mystery solved! I finally understood the difference between generated and object texture coordinates and, most important, why use one or the othre. Thank you!

    • @HelloHiHola
      @HelloHiHola  2 года назад +1

      An important bit of knowledge! I hope it helps 🙂

  • @retromograph3893
    @retromograph3893 2 года назад

    One important thing to mention is that when using "generated" from the texture coordinate, you need to exit edit mode before you see the checker board texture display as the bounding box divided by the scale (on the checker node).

  • @CloneBorg
    @CloneBorg 2 года назад

    Thanks for the good illustration, now I understand why my textures didn't always fit. I wish for more of this kind of lessons!

  • @CaptainPanick
    @CaptainPanick 2 года назад +1

    I followed a tutorial a while ago for creating procedural eyes and afterwards I tried scaling them and the textures got all messed up even when scaling in edit mode or applying scale afterwards. I think this tutorial explains why this was happening so thanks for that.

  • @aydaryakup4540
    @aydaryakup4540 Год назад

    THIS VIDEOS IS SUPER HELPFUL! THANK YOU SIR

  • @pamparam4637
    @pamparam4637 9 месяцев назад

    Thank you for that explanation.

  • @airtoumfake
    @airtoumfake 3 года назад +1

    This is fantastic!

  • @gonzatoto
    @gonzatoto 4 года назад +1

    Hola. Is there some node or some method to get the lenght of an object as input? Thank you, and your video is very useful.

    • @HelloHiHola
      @HelloHiHola  4 года назад

      Animation Nodes had something similar if not exactly like that, but I'm afraid I know of No Such method for Material Nodes. A thousand points to you though for seeing the use of such a thing!

    • @HelloHiHola
      @HelloHiHola  4 года назад

      It's possible we could fake something based on an empty object parented in a certain location if you're willing to share some of your goals. The parent object material could then reference the empty and with material nodes make a texture appear at a certain location if the parent object is the right length.

    • @gonzatoto
      @gonzatoto 4 года назад

      @@HelloHiHola I was thinking in a node group that could calculate the right scale of a brick texture, aplying the same material on different objects, with different dimensions. The empty seems to be ver useful. Sorry for the spelling, english is not my natural language.

  • @HISEROD
    @HISEROD 4 года назад +2

    One very important property of the generated coordinates is that it will deform with the surface when animated.

    • @HelloHiHola
      @HelloHiHola  4 года назад

      I think I get that. But you'd have to keep it flat, right? Animating something at an angle to any axis might reveal the volume of the texture as geometry dips into it - like if you tilted the flat top of a cube. The edge that's moving away from the bounding box boundaries would ruin the effect.

    • @HISEROD
      @HISEROD 4 года назад

      @@HelloHiHola It should deform just like UV's. Check it out: docs.blender.org/manual/en/2.79/render/cycles/nodes/types/input/texture_coordinate.html

    • @maxxxmodelz4061
      @maxxxmodelz4061 4 года назад +1

      That's the downfall of using Object coordinates on procedural textures if the object is going to be animated or deformed in animation, then the object coordinates will not move along with the object. They don't "stick" to the object like UV's would. Generated coordinates will. Let's say you have a noise texture on a ball, then animate the ball bouncing. The noise will appear to slide across the surface of the ball as the ball moves in animation, which is a big problem. Generated will keep the noise on the ball perfectly as it moves in 3d space. Scale is really the only issue, but that's where using a mapping node comes in handy. Scale down the object, then use the mapping node to compensate for the scale in procedural materials.

    • @HelloHiHola
      @HelloHiHola  4 года назад

      My mind goes to the fact that distorting the generated coordinates without using a mapping node for distortion will make that material impossible to share with anyone else unless their item's scale is precisely identical. However, I wouldn't deny that a careful use of that dilemma could create a neat looking effect.

    • @maxxxmodelz4061
      @maxxxmodelz4061 4 года назад +1

      @@HelloHiHola Oh it can be useful for creating interesting effects on purpose in animation, that's for sure. Especially if you use an empty to control the location of the coordinates for the Object. Yes, you are also correct in that using the mapping node could result in a conflict of scale for others, depending on their scene and object scale, . However, it's a simple matter of adjusting the scale from within the mapping node itself anyway. I just feel that it could be even more confusing to a user if they go to animate an object and the material appears to float all over the mesh. Most people may not realize how to fix that issue compared to simply adjusting the scale in a mapping node. I guess it depends on how you expect the material to be used, eetc.

  • @threeelancer
    @threeelancer 3 года назад

    Thank you. Its really nice to see someone break this down so I avoid spaghetti i/o. We need more sobering info out there.

  • @samduss4193
    @samduss4193 7 месяцев назад

    my understanding is that :
    Generated, origine is Boundry box and 0-1 go to the other corner of the object and represent one Unit of scale.(ideal image Texturing )
    Object, origine is origine of Object pointer, 0-1 to a a corner eventually so the Scale is very different.( ideal procedural texture)
    am I right with that ? thank you :)

    • @HelloHiHola
      @HelloHiHola  7 месяцев назад +1

      If everything is scaled correctly mapping to the object will scale textures to blender units. If everything is scaled correctly OR NOT, using generated mapping will scale textures to the object's bounding box. The object's bounding box will always have a 000 (xyz) origin and always have a maximum extent of xyz that equals 111. A bounding box will never have a negative measurement (it doesn't exist before it exists); object mapping can have a negative measurement because the Pivot Point (000 origin) CAN BE placed anywhere. I think you and I are saying the same thing but your terminology might have thrown me off.

    • @samduss4193
      @samduss4193 7 месяцев назад

      @@HelloHiHola yes I am not native and on top i learn blender and the topic goes a bit technical but, you clarified ;) thank you very much :)

  • @Han-bk8un
    @Han-bk8un 2 года назад

    SIR!!!! THANK YOU SO MUCH OMG!!!!! YOU REALLY HELPS ME ALOT!!!!!!!

    • @HelloHiHola
      @HelloHiHola  2 года назад

      Kinds of you to say so! Go forth, Blend lots.

  • @photoshoptutorials8790
    @photoshoptutorials8790 Год назад

    Thank you thank you thank you. You made my day :)

  • @TamerBayouq
    @TamerBayouq 3 года назад

    This helps but there is a thing that confuses me, I have say a gradient with a gradien ramp Black to white but the edges of the ramp dont match the edges of the object (I had to set the scale to 18 in the texture coordinates and the location to 0.5) I made sure the scale was applied but have no idea why this is.

  • @bearwei8057
    @bearwei8057 Год назад

    you are my hero🥰

    • @HelloHiHola
      @HelloHiHola  Год назад

      Thank you. I'll be quoting you in my resume. Happy art to you 😊

  • @chubbec
    @chubbec 3 года назад

    Hey thanks for the video! When using a brick texture, why does it stretch on all faces other than faces along one axis? I.e. on a cube only 2 faces will look correct and the other 4 faces stretched. It's a procedural texture so I thought it would work in the same way as the checker texture but I'd appreciate any insight!

    • @HelloHiHola
      @HelloHiHola  3 года назад +1

      The brick texture is procedural but it is projected down through the z-axis like an image. To show correctly on all three axes, the mesh must be UV unwrapped.

    • @chubbec
      @chubbec 3 года назад

      @@HelloHiHola Doh! Was trying to find a way of sizing universally across a number off different buildings without tweaking the UV for each individually. I've found a complicated math/node way of doing it but thought surely there would be an easier way like a checkbox to universally scale 😂 oh well!

    • @HelloHiHola
      @HelloHiHola  3 года назад +2

      @@chubbec pick Object for texture coordinate node and create an Empty. Pick that empty as The Object and any object with that material can have its material affected by scaling the Empty :)

  • @tomforsythe7024
    @tomforsythe7024 3 года назад

    I clicked on this, just because of the word "disambiguate."

  • @michaelberna987
    @michaelberna987 3 года назад

    I have stolen your quote many times. "That's just proof that I'm not crazy" ;D

  • @chatoguy1
    @chatoguy1 9 месяцев назад

    "i was going to make a video" damn i'll go watch something else then