Blender | Normals, Normal Maps, and Bump Maps Explained

Поделиться
HTML-код
  • Опубликовано: 1 янв 2025

Комментарии • 82

  • @julien2334
    @julien2334 Год назад +16

    Finally a video explaining "how it works" and not "how to do". If any of you can share some other ressources of this kind, it would be great ! 👍
    Can't wait to watch more videos from you !

  • @peakzrl9995
    @peakzrl9995 2 года назад +29

    The quality of this video is insane, clean and simple explanation ,please keep the good work :). +1 sub

  • @gottagowork
    @gottagowork Год назад +5

    Bump maps are easy for the user to mess with, but more costly for the renderer as it has to lookup neighbouring pixels in the map and calculate the normal. In a normal map, the normal comes directly from the color and no additional computations are necessary.
    Normal maps can store a gradient with a single color that doesn't correspond to flat, whereas a bump map would require a gradient. Therefore bump maps may require higher resolution images and at higher bit depth to avoid banding effects to show up, especially at high zoom levels. Cubic interpolation can help, but it won't do magic.
    Using normal maps the normals are independent on density; a 5 degree tilt will be 5 degrees no matter how dense you repeat it, but the height perception will vary instead. It's opposite for a bump map; put those peaks and valleys denser together and keeping the height, the normals will vary. Use *ONLY* normal maps whenever depicting known angles are critical.
    Normal maps can be tricky as hell to manipulate (blend, rotate) if you want to do it correctly. Sure, simple overlay may work *good enough* if angles aren't critical, but it won't always work as intended if doing texture bombing, triplanar mapping, or you can't be bothered to setup proper UV space.
    Personally I usually work with bump maps instead of normal maps; the hit on offline rendering isn't that critical for me, I (usually) can deal or work around the downsides, and they're just far easier to manipulate whenever I want to eliminate seams or texture repeats. I also like to randomize the look of the assets I use multiple times in a scene, so baking out a normal map just doesn't work that well for me. Normal maps are technically the better option result wise, but often convenience just wins for me.

    • @christianlewis7055
      @christianlewis7055 5 месяцев назад +1

      That was the added reasoning I needed to feel like I got the answer I needed. Thank you very much for that.

  • @niedzisiaj6645
    @niedzisiaj6645 Год назад +3

    This is a really good video, not everyone can explain stuff like this so well

  • @made.online2149
    @made.online2149 2 года назад

    Highly underrated video, thank you for it!

  • @Kevin-jb2pv
    @Kevin-jb2pv 2 года назад +1

    OK. So, if I understand correctly, normal maps essentially take the geometry that pokes out of a plane and flattens it into a hologram as part of the texture. In the same way that a hologram can be seen from a bunch of different angles and show different shading depending on the direction and intensity of the light source, it _cannot_ cast real shadows on anything around it that weren't captured as part of the holographic process that made the image. I guess another way to think of it would be like if the surface was made up of flat LCD panels (with absolutely perfect 180° viewing angles). You could make it so that those panels react to things like lighting and viewing angles with cameras and tracking and such to make the panels display a reasonably convincing illusion of depth that reacts to the viewer, but nothing can ever poke up past the surface of the screens used on each surface. This means that the different colors in a normal map are a bit like looking at an anaglyph 3D image (the old red and blue type of 3D) without the glasses. The more the color is distorted away from that flat, magenta/lavender-ish color, the more that the original protruding shape is being flattened down to a plane.
    By contrast, a height/ displacement/ bump map _can_ cast shadows, since it's essentially just a way of storing Z axis data in a flat image. Height and displacement maps are _basically_ the exact same thing, the only difference being how the engine renders the same data. A height/ bump map uses the same sort of "hologram" method that keeps the surface flat, while a displacement map _will_ actually poke out from the surface (and cause a bunch of geometry to be added)
    Please correct my horrible interpretation of these concepts.

    • @Daniel_WR_Hart
      @Daniel_WR_Hart Год назад

      Normal maps (and I think bump maps?) cast shadows that react to dynamic lights, but the actual polygons still looks flat from the sides.
      The displacement map doesn't create new geometry, it just modifies the existing geometry, but for best results you would want a fairly dense mesh.

  • @jacquesmains7453
    @jacquesmains7453 2 года назад

    I was searching for "blender bump maps", and the decision stood between this longer video, or the shorter one. I decided to give your video a chance, and earned you a new sub. I learned a lot of new things from this video, and got new ways to look at, and approach, bump maps. Thanks alot!

  • @NekoSamaIru
    @NekoSamaIru 10 месяцев назад

    Thank you!! This was a life saver!!! My textures were looking pretty weird after I used my normal map, which made me panic. Then, I remembered the extra nodes that go in between, but wasn't sure if I needed them. You helped me understand what exactly I needed, and I am quite happy with how my texture looks right now!!!

  • @wolfheart5408
    @wolfheart5408 9 месяцев назад +1

    Dope

  • @kisstepan
    @kisstepan Год назад

    You cant even imagine how much I thankfull to you! This is the best explanation with examples and the most important differences and when should I use both maps. Thanks again!!!!

  • @dexterdexter7923
    @dexterdexter7923 20 дней назад

    Woah! Simple, straight to the point with great explanation! Thank You for video

  • @creativohugo
    @creativohugo Год назад

    Thank you I was just making a procedural material and I realized I had no idea how to generate a normal map for it, this fixed the issue!

  • @Noname304y2u2
    @Noname304y2u2 Месяц назад

    Wow this video explained it perfectly and just 423 subs. I hope your pillow is cool on both sides and you have a amazing career.

  • @allcaps3584
    @allcaps3584 2 года назад +2

    Simple explanation. One of the best videos on the topic. Also loved your style of presenting.
    But hey, why did you stop posting? Want more videos from you mate.

  • @mazenyasser4520
    @mazenyasser4520 2 года назад +1

    wow i like that tutorial- well structured, funny, and the editing is fancy

  • @Zarzar22
    @Zarzar22 6 дней назад

    Amazing. Cant believe this stuff is free. Saved!

  • @AristotelisFalegos
    @AristotelisFalegos 2 года назад +1

    wow Dude_ this explanation was awesome. Can't believe this hasnt got more views

  • @jabberdoggy4444
    @jabberdoggy4444 2 месяца назад

    This was incredibly helpful! Thanks for making this clear explanation available!

  • @sotomonte_
    @sotomonte_ 2 года назад

    Great video! just a small clarification in 5:45. the Blue channel is actually used to normalize (make all of the vectors the same length) the vectors the Red and Green channels produce, it's just faster having it stored in the Blue channel than calculating that when rendering, but really, you have all the info you need in the R and G channels.

  • @dijjo
    @dijjo Год назад

    This video is soo helpful and well made, its crazy that you dont have more views and subs. You def deserve them.

  • @foopock
    @foopock 2 года назад

    This was incredibly helpful. I've been messing around trying to learn Blender inconsistently for a few years now and I finally understand how this works. Thank you

  • @reniside4357
    @reniside4357 Год назад

    Underrated channel

  • @markonar140
    @markonar140 5 месяцев назад +1

    Just Wow!!! 👍😉

  • @guy_roh
    @guy_roh Год назад

    Best video on the subject by far. Thank you

  • @qwertyzxaszc6323
    @qwertyzxaszc6323 2 года назад

    best explainer video for this I have found

  • @rizvabahrum3779
    @rizvabahrum3779 Год назад

    Maan, more of these. I need these type of video explainer about blender stuff.

  • @vishalc2028
    @vishalc2028 2 месяца назад

    Searching for months what maps are and i found this video thanks ❤

  • @01-MinuteHistory
    @01-MinuteHistory Год назад

    amazing, This video made my day

  • @doron910
    @doron910 11 месяцев назад

    Excellent video! 10/10

  • @Nightmare-f7p
    @Nightmare-f7p Год назад

    that is just amazing, simple and full of info. Ty for this video

  • @naniidoodles
    @naniidoodles 10 месяцев назад

    Thank you for this video! It's very informative and well made

  • @xi8t-gk1oi
    @xi8t-gk1oi Год назад

    Me gusto mucho ese video, quiero mas

  • @sylviarq9964
    @sylviarq9964 2 года назад

    Very useful video! You explained everything pretty clear. I hope you keep posting videos and your channel grows !! ❤❤

  • @gillesa4663
    @gillesa4663 8 месяцев назад

    In love with this summary! +1 sub

  • @musubi-bi
    @musubi-bi 11 месяцев назад

    Wow really good, hope you come back to make more videos like this

  • @JapinhaFoxx
    @JapinhaFoxx Год назад

    sir , you deserve more subscribes

  • @FOXTROT_3D
    @FOXTROT_3D Год назад

    Perfect video!

  • @theafternoonman
    @theafternoonman 2 года назад

    I hope you get big on here 👌👌
    Lovely simple and clean explanation 👌👌

  • @eriksurpless6475
    @eriksurpless6475 2 года назад

    Thank you for making this! Great and simple explanation!

  • @supachaiyodmanapong6461
    @supachaiyodmanapong6461 2 года назад

    the recap is great!!! thanks

  • @reggiesarts
    @reggiesarts Год назад

    awesome video! Thank you

  • @BreatheDigital
    @BreatheDigital 2 года назад

    Phenomenal tutorial. Thank you.

  • @ace_of_animator
    @ace_of_animator 2 месяца назад +1

    At 7:45, you selected "Viewer" in the Surface Of the material. How did you select "Viewer"?
    Because there was no viewer option on the surface of the material.
    Thanks.

    • @Deva-Jufan
      @Deva-Jufan 9 дней назад

      I was about to ask the exact same thing!

  • @yagotav5719
    @yagotav5719 3 месяца назад

    awesome!

  • @dgreenspino
    @dgreenspino 10 месяцев назад

    That was helpful. Thank you for sharing your knowledge

  • @ComixProductions
    @ComixProductions Год назад

    Amazing video! I have taken away a lot of useful information from this, thank you!

  • @phamthohongduong
    @phamthohongduong 2 года назад

    Keep it up! Really well explained video 👏

  • @christianerudition
    @christianerudition 2 месяца назад

    Well done, thank you!

  • @tomcollins6989
    @tomcollins6989 Год назад

    That was what I have been searching for for soooo long thank you. You almost got there but is there a way to use a normal and bump map, or is this simply not a thing or required as one cancels the use of the other?

  • @HarryWinanda
    @HarryWinanda Год назад

    Mannnn you are great, keep up the good work!
    Subscribed!!!

  • @lgoritme
    @lgoritme 2 года назад +1

    easy use bump, normal sometimes get wrong direction such as openGL type or direct x tipe if we download from internet. btw Good explanation

  • @Kichoooz-j5y
    @Kichoooz-j5y 2 года назад

    lifesaver!

  • @Klausterfull
    @Klausterfull 2 года назад

    Wow! Nice video!

  • @iamthechildofgod3300
    @iamthechildofgod3300 Год назад

    cheers that is a good tutorial , thank you so much

  • @jamespiku
    @jamespiku Год назад

    You are soooo good. Want to see more videos...

  • @lucyynwang
    @lucyynwang Год назад

    i like your video, thank you, you are so smart!

  • @pyromaster9095
    @pyromaster9095 3 года назад

    very good explanation!

  • @aymenterea
    @aymenterea 2 года назад

    Awesome explanation! keep it up man.
    Here's my subscribe :)

  • @MrMimon
    @MrMimon 2 года назад

    thanks!

  • @flolfiest
    @flolfiest 4 месяца назад

    Should I ever use both a normal map and a bump map at the same time (not talking about displacement)

  • @Nakreb987
    @Nakreb987 3 года назад

    quality video

  • @dmas7749
    @dmas7749 Месяц назад

    i've been learning how based normals are this year

  • @jinnsang
    @jinnsang Год назад

    earned a sub gg

  • @rom4ikfdgod
    @rom4ikfdgod 5 месяцев назад

    What's the music song name? Sounds cool

  •  Год назад

    6:14 the larch

  • @vili638
    @vili638 Год назад

    Wait a minute, you do the music in your videos too?

  • @maleeshamevan
    @maleeshamevan Год назад

    you earned a hard to earn subscribe

  • @mattshu
    @mattshu 2 месяца назад

    THANK. YOU. SUBBED~!

  • @Scr1pt6
    @Scr1pt6 3 месяца назад

    5:32

  • @AhmadHossam
    @AhmadHossam Год назад +1

    THE BACKGROUND MUSIC IS JUST FUCING HEADIC

  • @CommunityGuidelineViolation
    @CommunityGuidelineViolation 2 года назад

    More pls

  • @adog3129
    @adog3129 6 месяцев назад

    great explanation! btw you talk like chef john

  • @foopock
    @foopock 2 года назад

    damn dude only got 98 subs?

  • @WinterGamesYT
    @WinterGamesYT 2 месяца назад

    why did you use the sound of children playing in this video, it kinda spooked me. great video tho

  • @z1wv
    @z1wv 8 месяцев назад

    name of background music?

  • @sedits5820
    @sedits5820 Год назад

    PLease try to talk slowly! you are talking very fast~

  • @glennpeterson1357
    @glennpeterson1357 7 месяцев назад

    Great video! Thanks!