Shader-Displacement To Real Geometry - Blender Tutorial

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  • Опубликовано: 5 сен 2024
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Комментарии • 10

  • @YvesBonheur
    @YvesBonheur 8 месяцев назад +2

    Your simulation nodes tuts are the best in youtube,really hope you can do more tuts like that😄

  • @nikekuschick6447
    @nikekuschick6447 4 месяца назад +1

    great video, thank you!

  • @drippdrapp
    @drippdrapp 7 месяцев назад +1

    servus chris, tolles video

  • @armenkeshishian5974
    @armenkeshishian5974 7 месяцев назад +1

    Hi Chris. THANKS for amazing videos.
    Could you please make a video about fluid simulation with points. the one "BAD NORMALS" did was awesome but i could not finish it. the way you teach is very different and much easier to follow. I just find your channel. and again THANK you very much .

  • @3d_workbench688
    @3d_workbench688 8 месяцев назад +1

    Great stuff sir! Wonder if you perhaps could make a video about making textured rocky desert kinda terrain for game engines using this technique. That would be super awesome!
    Thanks for your amazing tuts!

  • @tilation3853
    @tilation3853 8 месяцев назад +1

    today all colleague asked if this is possible.
    this answer came real quick.
    thanks a lot for your content.
    p.s. I still hope for a video where you explain what all these data do. How do for example store attribute work or what output comes from a position node..

    • @chrisprenn
      @chrisprenn  8 месяцев назад

      you're welcome!
      ps: the information you are looking for is kinda scattered over several geometry nodes tutorials on my channel - did you watch them all yet?

    • @tilation3853
      @tilation3853 8 месяцев назад +1

      Hi,
      not yet :) but if there is enough time i will
      i would just be cool if there was the one and only 'whats going on inside geomagic' video or so
      sorry for my bad English and best regards from Germany.

    • @chrisprenn
      @chrisprenn  8 месяцев назад

      @@tilation3853 LG aus Ö und frohe Weihnachten!

    • @tilation3853
      @tilation3853 8 месяцев назад

      @@chrisprenn Ah cool, das erklärt dann das saubere Englisch :) Hab heute dann auch mal dieses Video geseheh: 11:33 Hier hast du dich versprochen, du willst Apply, nicht Assign und du kannst die auch alle aktiv lassen und einfach einen Remesh hinterher schieben. Die Voxelgröße sollte dann die Druckerauflösung sein.