Quick Blender 2.9 Tutorials: Vertex Snapping

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  • Опубликовано: 25 ноя 2024

Комментарии • 47

  • @aaronlink127
    @aaronlink127 3 года назад +38

    By the way, you can copy modifiers between objects in normal blender using Ctrl+L and then clicking Modifiers. This will copy modifiers from the active object to all selected objects. However, you still need the addon since this, like the "Copy Modifiers" shown in the video, replaces existing modifiers, and we don't want that.

  • @skapaloka222
    @skapaloka222 Год назад +4

    Great tutorial, but I found that the effect works better if you set your noise texture's color setting to color, because when you choose a grayscale noise texture and displace along RGB to XYZ, the model will be displaced only along one axis, since R, G, and B values are by definition always the same in a grayscale texture. A colored texture will displace in any direction.

  • @andrewogolo7257
    @andrewogolo7257 3 года назад +3

    "once we've come to terms with the nightmare that we've created..." lmao

  • @Cobalt17
    @Cobalt17 6 месяцев назад +2

    THE FUTURE IS ADJUSTED DARYL!!!!!!!!

  • @Agnostic_Asi
    @Agnostic_Asi 9 месяцев назад +2

    Dude! Straight to the point, no BS! Awesome! Exactly what I needed! Thanks!!

  • @pacman_pol_pl_polska
    @pacman_pol_pl_polska 3 года назад +9

    What a time to be alive.
    Definitely a good reason to get up from the bed.

  • @leonidborodkin3127
    @leonidborodkin3127 9 дней назад

    Oh man, thank you for your work! Amazing!

  • @advancedgarbage
    @advancedgarbage 3 года назад +4

    holy hell this is exactly what i was looking for, thank you

  • @collincolson1614
    @collincolson1614 3 года назад +4

    All right. It’s settled. I’m gonna make something

  • @wangsoft
    @wangsoft 3 года назад +4

    I really appreciate your tutorials! Keep on keepin on!

  • @LoganCreates
    @LoganCreates Год назад

    ohh. The cell noise was a great idea. I was just using the clouds but that doesn't give the necessary clickyness!

  • @mishovy1599
    @mishovy1599 Год назад +1

    I had a problem where the effect was barely visible, and I could only see it when I scaled the model way up. The problem was that the model had its scale all messed up, so the solution was: Ctrl + A -> Scale. To anyone that may have the same problem :)

  • @morganlak4337
    @morganlak4337 3 года назад +27

    The biggest way this method is inaccurate is that on the PS1 models don't have to move for the snapping to occur, just moving the camera itself will show vertex snapping. It's the easiest approximation in Blender though and will get the job done

    • @TheSicklyWizard
      @TheSicklyWizard  3 года назад +20

      Apparently you can set the displacement relative to.the camera too, i just didn't realize it till after the video

    • @toastman41000ml
      @toastman41000ml 3 года назад +19

      To make the snapping occur when the camera moves, set the "Texture Coordinates" in the displacement modifier to "Object", then set the "Object:" as your camera.

    • @gemigames154
      @gemigames154 2 года назад +6

      Interesting! My understanding is the real PS1 effect snaps vertices to a grid due to not using floats for vertex positions. I didn't realise that the grid is orientated from the camera although I'm probably wrong.

  •  9 месяцев назад

    This is it. But mapping to the camera coordinates might be more in line with the original PS1 method. Have to test.

  • @pinglyadya
    @pinglyadya Год назад

    Saved, This is a great video.

  • @anthony24cool
    @anthony24cool 3 года назад +1

    This is amazing! Thank you!

  • @LarsHost
    @LarsHost 3 года назад +2

    Didn’t think it would be so easy

  • @arrangemonk
    @arrangemonk Год назад +1

    i dont know how hard it is to make a blender modifier, but all it had to do was clamp(or round) the vertex positions

  • @EaTStu
    @EaTStu 3 года назад +3

    Can i just point out i was the one who made dustbox's video blow up. posted the link in r/blender and r/ps1graphics. tried doing it myself, and i noticed that it doesn't snap verticies in normal areas, because if acharacter stood still in ps1, but the camera rotated, then the verticies would pop and snap. thats not the case here. its only being moved based of of the characters global positioning.

    • @TheSicklyWizard
      @TheSicklyWizard  3 года назад +2

      You can set the object of the modifier to the camera and it works that way

    • @EaTStu
      @EaTStu 3 года назад +1

      that worked lel

  • @toyotacamry7640
    @toyotacamry7640 3 года назад

    Thanks

  • @Zinkquer
    @Zinkquer 3 года назад +1

    I know the secrets now

  • @AlonsoImput
    @AlonsoImput 6 месяцев назад

    Now i have some issues. Is there any way to use cloud noise for texturing? I can create it in texture menu, but not with texturing node.

  • @mysteriousstranger9496
    @mysteriousstranger9496 Год назад

    But even the textures on static wall planes would warp/jitter. This method can't replicate that?

  • @skeletalhero
    @skeletalhero 3 года назад +1

    My character doesn't seem to distort as much, I have to set the cloud size way higher for visible distortion, am I doing something wrong or is my character just not low poly enough?

    • @TheSicklyWizard
      @TheSicklyWizard  3 года назад +2

      Check and make sure you scales are applied for your character

  • @albanl8979
    @albanl8979 Год назад

    What if set the noise coordinate to be object and set the camera ? If your models aren't animated this should still show these vertex snapping from camera movement ?

  • @cyjoshe
    @cyjoshe 3 года назад

    my character is completely distorted and stretched out after this. Everything else looks fine. Anyone who can help? :/

  • @NammersNom
    @NammersNom 10 месяцев назад

    is there a way to do this that works for inanimate scene objects when the camera moves?

    • @kkzzii
      @kkzzii 10 месяцев назад

      looking for this as well

    • @Budanomics101
      @Budanomics101 7 месяцев назад

      not sure if you found a solution but apparently if you set the coordinates field to object then select your camera, it works

  • @RosieSapphireMusic
    @RosieSapphireMusic 3 года назад +4

    HOW DID YOU DO THIS SO FAST?! IT'S LIKE I SAID IT AND NOW IT'S A VIDEO!

    • @TheSicklyWizard
      @TheSicklyWizard  3 года назад +3

      im a *wizard*.

    • @RosieSapphireMusic
      @RosieSapphireMusic 3 года назад

      @@TheSicklyWizard No kidding. lol I guess the only thing left to string it all together is the Bayer 4x4 dithering. I figured out how to do it in Photoshop and Godot, and even Unity, but never Blender.

  • @0x2480
    @0x2480 2 года назад +1

    set the midlevel to 0, strength to a range from 0.012 to 0.096 and the texture to Magic with depth 24 and turbulence 256.
    Thank me later

    • @TheSicklyWizard
      @TheSicklyWizard  2 года назад +2

      I found vorronoi textures set to position, XYZ from RGB, and set the displacement to the camera object. it worked really well.

    • @barkz_xyz
      @barkz_xyz 11 месяцев назад +1

      AAAAAAAAAAAYOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO this is the way! thxxx suuu

  • @lucianovillalba5565
    @lucianovillalba5565 3 года назад

    if I do vertex snap in blender can I also see it exactly in unity?

    • @TheSicklyWizard
      @TheSicklyWizard  3 года назад +3

      No, the effect in blender was strictly a blender only effect for people wanting to animate.
      However, there are unity render pipelines that have vertex snapping shaders, like the HPSX render pipelone

    • @lucianovillalba5565
      @lucianovillalba5565 3 года назад

      @@TheSicklyWizard damn I got a lot to learn, thanks for the answer!