oh my god. I have spent days trying to do this with geo nodes, and this will actually be so clutch! I have a good node setup to boolean and move geometry so objects can pass through, and this will make light work!!
big win here, you just helped me solve a two year problem to dodge floating point errors (see my vintage lens video if ur interested). tried it last night on the kits and oh my lawd they work perfectly now
Nice! I've actually been working with Zircron45 to make realistic lens simulations in Blender. Been wanting to do it all in a shader with the ray portal node since it came out, lol
@@AlaskanFX glad someones getting street cred for it. When i built these kits up a long while back for Blender Market youtube algorithm just flatlined it
May you please let us know if it's possible to make the camera go through the portal somehow? Other than teleporting the camera? I'm trying to make seamless real-time non-Euclidian rooms. Thank you SO MUCH for this explanation
Hey, great tutorial! On Mac, I’m seeing this weird behaviour where one of the portals has to be hidden for the other to properly display the image “inside”. That second portal also needs to be ‘Disabled in Renders’ or else only ~half~ of the portal’s image is rendered. I have to further test it out, maybe my setup is wrong.
hey im having a problem where the effect works but if i try to animate the portals the view from the portals either comes out incorrect on the new placement of the portal or it works and ruins the view of the first portal. do you know why this is happening?
Hi thanks for this! It worked but when I’ve come back to it it’s having issues, it says “cant access geometry because it’s not evaluated yet. This can happen when there is a dependency cycle.” This appears in the Portal Transforms geometry node, under the object info for the location and the object info for the rotation self, any ideas on a fix? Thanks!
I tried this and so far the positions are inverted...not sure why, I tried toggling any invert settings on & off and those only just broke or distorted the portal viewports...anything I can to do fix it? Update, I figured t out...somewhat, I was just blind and had the 2 last vector math nodes backwards, except now there's a black square blocking both ends, and sometimes it's completely blank background sky. A bit of toying with the positions, I'm noticing when I put them close facing opposite directions, it shows the other side, but cut off, like the viewport is only visible relative where the other portal is on the other side...
NOW WE CAN MAKE DR. STRANGE PORTAL WITH REAL PORTAL!!!
Hell ya man!! It’s gonna be cool
taqrdus
Thank you for the tutorial, I'll start with the tutorial soon! Your VFX tutorials are very helpful for my short film, please more VFX tutorials!🙏👍
btw, how did you learn everything? Did you study somewhere or did you learn it yourself through RUclips tutorials
I’m pretty much self taught for VFX and cg, I have studied physics at university though.
Wow, respect, I'm not that good at physics in school😅@@AlaskanFX
man that's incredible.
Thanks for the tutorial!
oh my god. I have spent days trying to do this with geo nodes, and this will actually be so clutch! I have a good node setup to boolean and move geometry so objects can pass through, and this will make light work!!
Now, how do you get this to pair with a set of closet doors?
big win here, you just helped me solve a two year problem to dodge floating point errors (see my vintage lens video if ur interested). tried it last night on the kits and oh my lawd they work perfectly now
Nice! I've actually been working with Zircron45 to make realistic lens simulations in Blender. Been wanting to do it all in a shader with the ray portal node since it came out, lol
@@AlaskanFX glad someones getting street cred for it. When i built these kits up a long while back for Blender Market youtube algorithm just flatlined it
May you please let us know if it's possible to make the camera go through the portal somehow? Other than teleporting the camera?
I'm trying to make seamless real-time non-Euclidian rooms. Thank you SO MUCH for this explanation
Trying this out followed step by step in the release of 4.2. This doesn't work any more.
"Maybe you should've brought something more then a portal gun this time."
Hey, great tutorial! On Mac, I’m seeing this weird behaviour where one of the portals has to be hidden for the other to properly display the image “inside”. That second portal also needs to be ‘Disabled in Renders’ or else only ~half~ of the portal’s image is rendered. I have to further test it out, maybe my setup is wrong.
Interesting. If you could double check, I checked my setup pretty thoroughly before making the tutorial
I'm having the exact same issue.
I had the same issue on pc, If you rotate one of the portals so they are not facing the same direction, the artficat on 11:14 apears
hey im having a problem where the effect works but if i try to animate the portals the view from the portals either comes out incorrect on the new placement of the portal or it works and ruins the view of the first portal. do you know why this is happening?
I like your channel it is awesome
Hi thanks for this! It worked but when I’ve come back to it it’s having issues, it says “cant access geometry because it’s not evaluated yet. This can happen when there is a dependency cycle.” This appears in the Portal Transforms geometry node, under the object info for the location and the object info for the rotation self, any ideas on a fix? Thanks!
I tried this and so far the positions are inverted...not sure why, I tried toggling any invert settings on & off and those only just broke or distorted the portal viewports...anything I can to do fix it?
Update, I figured t out...somewhat, I was just blind and had the 2 last vector math nodes backwards, except now there's a black square blocking both ends, and sometimes it's completely blank background sky.
A bit of toying with the positions, I'm noticing when I put them close facing opposite directions, it shows the other side, but cut off, like the viewport is only visible relative where the other portal is on the other side...
perhaps something changed in release, but the portals look all stretched and and perspective warped for me after following the whole tutorial?
My professor was right, Linear algebra will pay off!
Doing stuff in Blender is is my number one use for the stuff I learned in my linear algebra and vector calculus courses 😂
Good tutorial and everything but, how I do the borderlines? ._.
how did you do the outside of the portal?
Dosen't work in released 4.2
Okay, nevermind, it's actually workin, but there's a way to make them a diffrent scale?
It does, just make sure you copy the nodes exactly. (I fudged it up the first time too). Also, it's Cycles only.
This is awesome, the old cryptomatte method sucked
Should be censured, that's porn! 🤣🤣🤣🤣
How make this in blender?
ruclips.net/video/mwgS8URFi_M/видео.htmlsi=NylhGy_XVCNIa93k
wireframe modifier
I'd love to send you my lens kits as a thank you if you are interested!