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Curtis Holt
Curtis Holt
Curtis Holt
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3D Artist / Software Developer.
Education and entertainment content.
Contact through my website.
Let's Talk About AI Art
31:26
2 месяца назад
How to Get AWESOME Car Lighting in Blender!
19:11
2 месяца назад
A Quick Update (I'm Still Alive)
18:54
3 месяца назад
Blender Lighting Was Never This Good!
14:04
5 месяцев назад
Do You Struggle with MOTIVATION?
18:05
5 месяцев назад
What NEW Blender Features are Coming in 2024?
19:34
6 месяцев назад
Do you REALLY need a good GPU for Blender?
13:16
6 месяцев назад
I Turned my BRAIN into 3D ART with Blender!
43:33
8 месяцев назад
A NEW Kind of Art Challenge!
12:26
9 месяцев назад
A NEW Way to Model in Blender?
17:36
10 месяцев назад
Do YOU want to be in a video?
25:33
10 месяцев назад
Do You Feel LEFT BEHIND With Blender?
8:53
11 месяцев назад
UPDATE: Modular Workspaces 1.6 for Blender!
8:02
11 месяцев назад
I Made Something For You!
12:05
Год назад
Комментарии
@Jwalk9000
@Jwalk9000 12 часов назад
🦄 this exactly what have been trying to accomplish for terrain in UE5.
@ashd1930
@ashd1930 15 часов назад
Amazing work, and great explainer vid! 🦄
@JulianVillalba
@JulianVillalba 18 часов назад
🦄
@NOCTURNUSFILM
@NOCTURNUSFILM 19 часов назад
🦄 Nice one!
@timnolte2093
@timnolte2093 21 час назад
Whoa. Can’t wait to get my hands on this when you release it! 😲🦄
@therealKrak
@therealKrak 22 часа назад
🦄Let me be deadass with you. I'm erect. All jokes aside this is awesome! I especially fancied the metallic look but the possibility this opens in animation is what really astonished me.
@redratpetrax
@redratpetrax 23 часа назад
Respect. Love what s you doing..
@stianandreassen4895
@stianandreassen4895 День назад
Don't know if you said, but can we expect a public release for this anytime soon? Would be a instant pickup for me.
@allanprospero1931
@allanprospero1931 День назад
I beg to differ. It is much slower, the viewport corresponds with delays, some addons make the software to crash and quit. This is not an update, this is just a hype over nothing...
@ChristopherSchiller
@ChristopherSchiller День назад
Love the "inside the ballpark" quality of these exciting developments. 🦄
@MotionFriend
@MotionFriend День назад
🦄
@synkrotron
@synkrotron День назад
interesting stuff... when I had my i9 pc built is was mainly for music production and the graphic card was chosen for being near silent, until being used for graphics stuff... but it is quite a poor card... not even RTX, and I am now thinking of investing in an RTX card to improve the graphics capabilities more research needed... 🛠
@synkrotron
@synkrotron День назад
mind blown oh... emoji, cos I made it to the end... has to be this one 🤯
@user-lj6jf7wy1d
@user-lj6jf7wy1d День назад
This is amazing! Big props to Kris and yourself. I studied computer graphics and still the quality of this kinda blows my mind. :D
@TheHamish34
@TheHamish34 День назад
@BOSSposes
@BOSSposes День назад
Just another geometry nodes update for the 150th time
@leodegrance5609
@leodegrance5609 День назад
This looks very promising! Looking forward to see where it goes!🦄
@danielgoncalves3980
@danielgoncalves3980 День назад
🎶 Wish you a fast recovery and all the best. Good thing you found an helpful doctor.
@juncando
@juncando День назад
I still remember 2.79b. That's where I started. At XYZUVW. How far we have progressed.
@juncando
@juncando День назад
Excellent. I will buy it when my salary comes.
@711Megahertz
@711Megahertz 2 дня назад
must buy
@danielgoncalves3980
@danielgoncalves3980 2 дня назад
📦👁 I know this was posted 4 months ago, and i haven't seen the update yet (which i will now), but i wish you all the best. You deserve all the best.
@danielgoncalves3980
@danielgoncalves3980 2 дня назад
🦄 This is insane work
@soundsbeard
@soundsbeard 2 дня назад
@CurtisHolt 7:29 are you aware, that you are demonstrating dx normal map? i mean its quite possible, that your node is taking this aspect into consideration under the hood. its just kinda weird to see dx normal map in the tutorial, while software you demonstrating it in uses ogl/vulkan.
@krisp-
@krisp- 2 дня назад
oh wow thanks for pointing that out! I didn't actually catch that while making the node somehow even though I've made that mistake myself with normal maps in substance software. Since I spent a bit finding the correct signs of axes to use in the triplanar normal correction stuff, the normal correction in the shader was specifically geared towards directx normal maps instead of opengl/vulkan ones. It's a super easy fix but I'm so glad you caught it lol
@soundsbeard
@soundsbeard 2 дня назад
@@krisp- thanks for reply, i wish someday all software will be able to detect these things automatically. or... dx normals would be dead at last ;D
@krisp-
@krisp- 2 дня назад
@@soundsbeard would probably need metadata to check automatically :/ the only way to do it algorithmically would be to compare it against the gradient of the heightmap, but if you have the gradient of the heightmap you can just generate the normals on the fly anyway. I can get on board with killing dx normals though :3
@soundsbeard
@soundsbeard 2 дня назад
@@krisp- ahahaah ;D dis is da wae. normals, generated from the height map might differ from those, baked from the sculpt. not that significantly may be, but algorithm based on checking normal map file with auto generated map from height sounds like a plan. may be this is exactly what UE uses under the hood (i've heard it detects map type on the fly). but i've never dived into it that deep. im just that Karen from the internet, whining around with 'you use wrong normal map type! you don't mark normal type in the filename! get me the manager!' ;D btw followed you on masto.
@krisp-
@krisp- 2 дня назад
@@soundsbeard Yeah generating normals from height is essentially what the bump node does, just in a slightly different space :p the issue with that is you need triple the texture samples so normal maps are still generally better for realtime use. I appreciate the follow btw!
@RCL_96
@RCL_96 2 дня назад
ru-vid.comgaming/emoji/7ff574f2/emoji_u1f984.png
@GermanFragEditing
@GermanFragEditing 2 дня назад
Hey Curtis, can you look into an add-on called Magic Coordinate Addon and talk about it? ♥
@nicolas.predella
@nicolas.predella 2 дня назад
**CGPGrey intensifies**
@alexandermoyle9034
@alexandermoyle9034 2 дня назад
cool!
@AdamEarleArtist
@AdamEarleArtist 2 дня назад
Woaaaah! The world just keeps getting better. Thanks for sharing.
@Glowbox3D
@Glowbox3D 2 дня назад
Incredible node! Thank you for the excellent breakdown.
@profesorasarahwenzlick9682
@profesorasarahwenzlick9682 2 дня назад
🚀 comprehensive and helpful in showing what options/where to go from 0, thank you for taking the time to make this so thorough
@kyliehalley160
@kyliehalley160 2 дня назад
Such amazing work! I'd love to see how this progresses and if it might be able to be baked into or transferred to a real-time game engine. Such a 🦄node!
@azithoth6860
@azithoth6860 2 дня назад
🦄 this gave me some stuff to think about for my own experimenting, very cool
@iamiam6078
@iamiam6078 2 дня назад
🦄🦄🦄
@longoneblue6653
@longoneblue6653 2 дня назад
🦄thank you, your reviews are always very helpful!
@LonnonFoster
@LonnonFoster 2 дня назад
🦄🐝Some amazing clever going on in here.
@loubakalouba
@loubakalouba 2 дня назад
Thank you, great stuff!
@shmuelisrl
@shmuelisrl 2 дня назад
🦄
@teatertt
@teatertt 3 дня назад
🦄
@sander-wit
@sander-wit 3 дня назад
Beautiful work and results! 🦄
@supernovavideoanimation2844
@supernovavideoanimation2844 3 дня назад
I hate blender 4.2
@Mincher
@Mincher 3 дня назад
The results look fantastic! I do wonder though; why hexagons and not geodesic tesselation? Wouldn't triangles offer more fidelity?
@CurtisHolt
@CurtisHolt 3 дня назад
It depends what you mean by fidelity in this case, the height blending can be done with different geometric patterns. Different patterns may be more appropriate for different types of underlying textures depending on the scale of details within the map. Different shaped meshes may present those textures better or worse depending on where the seams happen to lie on the surface, which may also be a matter of scale as much as the pattern of seams. So I guess the quick answer is: it depends, but it would be nice to give people as much option as possible.
@krisp-
@krisp- 3 дня назад
hexagonal tiling has some unique properties that actually allow for fewer texture samples when blending with neighboring cells compared to a square grid or geodesic grid! the cell blending itself ends up requiring only 3 texture samples per pixel :3
@stianandreassen4895
@stianandreassen4895 3 дня назад
I neeeeed this. I've created my own voronoi scattering nodes with some custom features, but this looks so much more useful and flexible. Great tech! :)
@BurnartOz
@BurnartOz 3 дня назад
Very cool. 🦄
@Maya.Geller
@Maya.Geller 3 дня назад
🦄🦄🦄
@MrJfletcher12345
@MrJfletcher12345 3 дня назад
Would you be able to export the result of these models as a USD? I’m looking for way to apply realistic organ textures to anatomical reconstructions in an automated fashion that would avoid the need to UV unwrap?
@Tokyodb
@Tokyodb 3 дня назад
Where the “shut up and take my money” meme when you need it? Incredible work. Keep us posted! 🦄
@robrob2835
@robrob2835 3 дня назад
Exactly what substance does for ages. But nice blender users can do too
@johncorr1023
@johncorr1023 3 дня назад
🐝
@waporwave5066
@waporwave5066 3 дня назад
this is really really cool