Damn, this video is the best thing I've seen in AGES! Just invaluable knowledge.You've shown me how to add strength control to a normal Tri-planar mapping node I'm building. Thank you so much! I wish I could thumbs up this video multiple times.
Hi, thank you for the epic guide. I think it is the most professional video about the topic that I saw recently. I would like to see more guides and videos on your channel
am i the only one having troubles on 3.6? on 6:35 when i add clamp node, i can't get back my originally looking normal map whatever number i put into multiply node. i didn't forget to put pi*0.5 into max value. same with float curve.
Absolutely fascinating ! I realize how useful this can be to combine two normal maps as I saw the second video you made. But sorry I m a complete noob in math. As an artist i would be very happy if you please could share the nodes you used because I can hardly follow your method. Please a download link for it ? That would be nice. Thanks to people like you blender gets user friendly each day. Good continuation, man!👍
Here is the file from the combine normal maps video: www.mediafire.com/file/y60i9en2qltabyo/tut12_combine_normal_maps.blend/file Let me if some specific part was hard to follow in my videos.
Sooo kind for this quick answer. Thank you so much. This will help me a lot in my workflow. Blender community is a good place to go to get help like this. Thanks again. 💪
@@georg240p a bit late - but it's not the "hard to follow" as in "hard to understand the words" but "hard to understand what it has to do with the node and how it's relevant" -- for someone who hasn't even heard "theta" or "phi" the jump from one step to the next with a whole lot of math between is just really hard to process.
Halfway through the tutorial. Very clearly explaining what I'm trying to learn. Thank you. My Vector Math node doesn't seem to have arctan or arctan2 in the operation dropdown list. I'm working in Blender 3.6.0. Any thoughts on how I might get them to appear?
OK I try everything. Even downloaded the old version just to be sure I'm doing everything rigth. But even in the old version it's still not the same normal map colors from the image it self. Do you think there is a setting I change in my blender default startup file. That effects the color. Or are my normals I made wrong because the where hige maps first and change to normals.
@@longlivethesecondplaceice2736 I put a download link to my original .blend file in the video description. Make sure to always set the Color Space to Non-Color as I show at 1:00. Unfortunately these settings reset everytime you load a new image.
i I'm fairly confused by this logic as 0 is blue and not gray. also when i try this in houdini (XYZ) it doesnt seem to work. I made a mistake but stil of 0.5 0,5 0,5 is 0 then 0,5,1,1 shouldn`t be 0
by "0 is blue", do you mean that a normal map with strength 0 is purple/blue-ish? That's because a perfectly flat normal map should look like that. It stores the vector 0,0,1 (z coordinate is the blue channel)
Another approach: unpack the vector, divide the Z component by the strength value, renormalize it. Then comvert back to range 0-1. This gives you the same result as if you would scale the height map from which the normal map was derived. But it has some issues - I just always use spherical coordinates because you can do so much else with it (e.g. combining normal maps easily)
1:10 In Blender 4.0+ The Color Management Settings should be set to:
Display Device: sRGB,
View Transform: Raw,
Look: None
This is the smartest and most informatively concise blender video I’ve ever seen.
wow this channel is a hidden gem
Damn, this video is the best thing I've seen in AGES! Just invaluable knowledge.You've shown me how to add strength control to a normal Tri-planar mapping node I'm building. Thank you so much! I wish I could thumbs up this video multiple times.
I'm probably going to watch this around 20 times before getting my head around it:) Awsome explanation and solution!
Hi, thank you for the epic guide. I think it is the most professional video about the topic that I saw recently. I would like to see more guides and videos on your channel
incredible, thank you so much!
Marvelous Jorge, thank you so much
amazing guide sir, well done
you are amazing. so helpful for the math explanation
next level
Great Video, thank You !
This is insane :D
This is very useful
You've saved my life :D
am i the only one having troubles on 3.6?
on 6:35 when i add clamp node, i can't get back my originally looking normal map whatever number i put into multiply node.
i didn't forget to put pi*0.5 into max value.
same with float curve.
ok, i've figured it out. when i group the first node group, output values got switched.
Thanks...my brain just exploded
Absolutely fascinating !
I realize how useful this can be to combine two normal maps as I saw the second video you made. But sorry I m a complete noob in math. As an artist i would be very happy if you please could share the nodes you used because I can hardly follow your method. Please a download link for it ? That would be nice. Thanks to people like you blender gets user friendly each day.
Good continuation, man!👍
Here is the file from the combine normal maps video:
www.mediafire.com/file/y60i9en2qltabyo/tut12_combine_normal_maps.blend/file
Let me if some specific part was hard to follow in my videos.
Sooo kind for this quick answer. Thank you so much. This will help me a lot in my workflow.
Blender community is a good place to go to get help like this.
Thanks again. 💪
@@georg240p a bit late - but it's not the "hard to follow" as in "hard to understand the words" but "hard to understand what it has to do with the node and how it's relevant" -- for someone who hasn't even heard "theta" or "phi" the jump from one step to the next with a whole lot of math between is just really hard to process.
Nice
sick
Halfway through the tutorial. Very clearly explaining what I'm trying to learn. Thank you. My Vector Math node doesn't seem to have arctan or arctan2 in the operation dropdown list. I'm working in Blender 3.6.0. Any thoughts on how I might get them to appear?
@@heiro5 atan and atan2 are in the regular math node. Not in the vector math node.
Sorted myself out. I thought you were calling for a Vector Math node at that point, but it is simply the Math node. Onward!
Brillian! But how to make FloatCurve external?
how do you go about interpolating the Z from X and Y inside blender?
This is sorcery, we have to burn him! 🤣Thanks for the vid! 😇
Bro I Can't SEE to float in blender My program
interesting 😄
Display devic. None.
Seem to be gone in the newer versions. How am i suppose to get the pure normal map now ?
I think now it's:
Display Device: sRGB,
ViewTransform: Raw,
Look: None
OK I try everything.
Even downloaded the old version just to be sure I'm doing everything rigth.
But even in the old version it's still not the same normal map colors from the image it self.
Do you think there is a setting I change in my blender default startup file.
That effects the color.
Or are my normals I made wrong because the where hige maps first and change to normals.
@@longlivethesecondplaceice2736 I put a download link to my original .blend file in the video description.
Make sure to always set the Color Space to Non-Color as I show at 1:00. Unfortunately these settings reset everytime you load a new image.
i I'm fairly confused by this logic as 0 is blue and not gray. also when i try this in houdini (XYZ) it doesnt seem to work. I made a mistake but stil of 0.5 0,5 0,5 is 0 then 0,5,1,1 shouldn`t be 0
by "0 is blue", do you mean that a normal map with strength 0 is purple/blue-ish? That's because a perfectly flat normal map should look like that.
It stores the vector 0,0,1 (z coordinate is the blue channel)
@@georg240p yes
Cool but isn't there an easier way to do this?
Another approach: unpack the vector, divide the Z component by the strength value, renormalize it. Then comvert back to range 0-1. This gives you the same result as if you would scale the height map from which the normal map was derived. But it has some issues - I just always use spherical coordinates because you can do so much else with it (e.g. combining normal maps easily)