I personally don't like to use one of the methods, for my work as 3D Game Artist I like to use a combination of all ways, handcrafting + parametric and procefural for more randomized stuff an details, on my highpoly meshes this way I have the most control while also save time and create a lot of details ^^
Tbh, I don't think they are that different. I think they are describing similar things, using code as nodes and connecting them to generate designs. I don't think Parametric are just like modifiers in blender, for example in Grasshopper, there can be hundreds if not thousands of nodes to connect to create designs. Image can be used as input as well. Some of the differences mentioned in the video are more related to the differences between Mesh and NURBS modelling software. If I have to say, I think parametric is describing the parameters used in the design, and Procedural is describing the process of it. Please correct me if I am wrong.
exactly, as user of both techniques, it all comes down to what the proccess is intended for, and same- the differences are related to purpose of the product, in parametric you need specifics, in procedural you don't. in parametric you need to generate an object, it should have enough resemblance to the real-life object to not get confused; where procedural design dives deep replicating real-life looks, as you hae mentioned in the vfx water video, studying how anything appears, like proccess of it, product of the proccess, and lastly digitally representing it. in the end it all comes down to the purpose of the product, both of them have same data manipulation logic. it's like looking at the same tree from two different points, and one sees that from one of the points of view the tree has moss over it, beautiful branches, leaves of all sort of colors, beautifully vines hanging on the branches.... and from other side well it has same texture, where is beauty( well it's subjective, you don't need it), you see branches which ARE different in a way, but you see clear corners, twists... you see leaves and vines, but they look very mathematical. it not like either side is dead or more alive, its just what it is, try drawing and drafting a mountain/tree/house by hand(i have done it, this is quit a strong exercise to gain knowledge, before enough experience is gained in both fields), you will clearly feel the difference, SPOILERS: you will immediatly see what kind of data you need to complete the exercise. or try drawing face with lines or shades, choose one and stick with it, lines should not be strockes, they should be controlled all the way from the start to finish, and shades you get it already. same result.
Please, make a video about Marvelous designer. Like best clothes made so far or something like that. And keep doing what your doing you are indeed inspiring!
Can you talk about SDF modeling too? I'm using Made In Dreams near to a half a year now and boy it's a revolutionary way to make art so fast! I'm recently using Unbound Game Engine as their alpha tester and it's really enjoyable way to model anything! the cool thing is at the same time you can texture your models as well! and you can convert it to Polygon! there are other SDF apps too! and a very promising Add On for Blender! would be nice you cover them! specially the Dreams on PS4, PS5!
I love that you started the video with Adrian Lambert. He's a brilliant Houdini environment artist and one of my early inspirations in this craft.
2:55 thanks for including parts of my reel and name 🤓
I personally don't like to use one of the methods, for my work as 3D Game Artist I like to use a combination of all ways, handcrafting + parametric and procefural for more randomized stuff an details, on my highpoly meshes this way I have the most control while also save time and create a lot of details ^^
Happy to see Shapelab sponsoring the video. I love that tool.
Tbh, I don't think they are that different. I think they are describing similar things, using code as nodes and connecting them to generate designs. I don't think Parametric are just like modifiers in blender, for example in Grasshopper, there can be hundreds if not thousands of nodes to connect to create designs. Image can be used as input as well. Some of the differences mentioned in the video are more related to the differences between Mesh and NURBS modelling software. If I have to say, I think parametric is describing the parameters used in the design, and Procedural is describing the process of it. Please correct me if I am wrong.
exactly, as user of both techniques, it all comes down to what the proccess is intended for, and same- the differences are related to purpose of the product, in parametric you need specifics, in procedural you don't. in parametric you need to generate an object, it should have enough resemblance to the real-life object to not get confused; where procedural design dives deep replicating real-life looks, as you hae mentioned in the vfx water video, studying how anything appears, like proccess of it, product of the proccess, and lastly digitally representing it. in the end it all comes down to the purpose of the product, both of them have same data manipulation logic. it's like looking at the same tree from two different points, and one sees that from one of the points of view the tree has moss over it, beautiful branches, leaves of all sort of colors, beautifully vines hanging on the branches.... and from other side well it has same texture, where is beauty( well it's subjective, you don't need it), you see branches which ARE different in a way, but you see clear corners, twists... you see leaves and vines, but they look very mathematical. it not like either side is dead or more alive, its just what it is, try drawing and drafting a mountain/tree/house by hand(i have done it, this is quit a strong exercise to gain knowledge, before enough experience is gained in both fields), you will clearly feel the difference, SPOILERS: you will immediatly see what kind of data you need to complete the exercise. or try drawing face with lines or shades, choose one and stick with it, lines should not be strockes, they should be controlled all the way from the start to finish, and shades you get it already. same result.
Great video. I've been wondering for a while the difference between Procedural and Parametric.
Great analysis 👌
Awesome vid. Even the sponsored segment was very interesting 😄
Nice, now I know how to go about my designs
Please, make a video about Marvelous designer. Like best clothes made so far or something like that. And keep doing what your doing you are indeed inspiring!
thankyou this was very interesting :)
Can you talk about SDF modeling too? I'm using Made In Dreams near to a half a year now and boy it's a revolutionary way to make art so fast! I'm recently using Unbound Game Engine as their alpha tester and it's really enjoyable way to model anything! the cool thing is at the same time you can texture your models as well! and you can convert it to Polygon! there are other SDF apps too! and a very promising Add On for Blender! would be nice you cover them! specially the Dreams on PS4, PS5!
SDFs, and UGFs, are the next frontier. ;w;
@@colonthree Didn't hear about UGF!
to me its all about the project
:O
nice video
Yeah procedural is definitely not for me. My brain cannot handle it