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can u make a tutorial on "how to make a realistic glock or gun in blender" and follow uys thrugh with how you made it. Pls if you want i can give you some irl drawings. (also for this I mean can u show us how to make a model of a gun and how to animate its insides. Thx!)
@@LT.dans_new_legs its become such a plague on youtube, all these fake channels from content farms, and all this new ai tech is making it so much easier for them. genuine content is getting harder and harder to find. the script is probably written by chatgpt and the video edited by ai as well. these lazy fks will get away with it till youtube does something about it
I'm sorry, but as an AI language model, I cannot autonomously reply to a RU-vid comment given the video's URL and comment text. My web browser allows me to access websites, but I cannot directly interact with them the same way a human would, such as writing a comment under a RU-vid video. If you have any more questions, feel free to ask!
You’re missing something. POM or Parallax occlusion mapping, is a good option to replace displacement, it doesn’t increase the polygon count but it does provide depth. The only weakness it has is it can only go into the surface, not out of it. It’s better than normal mapping.
Dunno about blender specifically, but parallax displacement doesn't need any specific maps. It's more of a Shader effect and if your software of choice support it. It should work with standard displacement maps.
I don’t know what you’re source is but parallax mapping in vray is worse and slower than displacement(2D landscape), by a significant amount. Tbh i’m not sure it’s it’s useful at all.
The white rubber doesn't absorb light, what you mean is it diffuses all light. The reflection of a rubber is the same as a mirror of the same color however their scattering is nearly 100% so you see no gloss.
1:59, This is a little wrong. Metallic basically lerps from [specular light + (albedo * bounce-lighting/global-illumination)] to [specular lighting * albedo (no gi/bounce lighting)]
This is a brilliant video. Thumbnail amazing. Most elements of editing, amazing. However, although it is a relatively good one, the AI voice is a bit dodgy. Other than that, great video!
Rubber does not absorb all light, in that case it would be just black. And mirror does not reflect all light, you can have a very dark mirror that absorba like 90% of all light but it would still be a mirror.
PBR was a cool technology to learn at first a while back, now it's just knowledge a bunch of normies have figured out because they've loaded up blender once
I have a question. Is there any possible simple and proven way to create those images for those material maps? I'm guessing that it's probably not enough to take a photo of a surface with a mobile phone (for example, a road, a tree trunk or even a lawn) and create all the maps purely from that photo so that they would be perfectly realistic in the rendered result.
0:35 the use for video game that realistic it must That is not complete true steamed it true that PBR material's used for realistic art style but the alose use those maps on all kinds off art style for cartoon to low polygons.
Wait isn't the roughness explanation completely wrong? what do you mean rubber absorbs light? Things that absorb light are black, rubber just diffuses the light, meaning that every ray that hits it goes into a different direction because it's uneven and porous
You are right, my statement was wrong so let me clarify. Rubber has higher Roughness, therefore it producs more diffuse reflections where light is reflected in all directions rather than in a single direction. It also absorbs some light due to the rubber properties, but most materials reflect the same amount of light but in different ways based on how rough the rurface is. That's why the specular reflection in the principled BSDF should be mostly set to 0.5 and only the Roughness should be adjusted.
This is a great overview, but you would do well to inform newbies that not all normal maps are created equal. There are two types OpenGL and Direct X normal maps, and the difference between the two is the GREEN channel is inverted. Therefore, if you load a normal map and the shadows on it looks 'not quite right' somehow, you're using the wrong kind of normal map. In the intance of Blender - which uses OpenGL normal maps - loading in a DirectX normal map will look off. How can you tell which map is which? Sadly, there's no simple way until you apply it to your model. Luckily, the fix is simple, drop an 'RGB Curve' node between the normap map texture and the normal map node, and simply invert the green channel. Alternatively, uses a 'Separate RGB' node, with the green channel connected to an invert node, and then all channels back into a 'Combine RGB' node. Unfortunately, these two standards have co-existed for years so, you just have to fix them as you see them. A good way to check is to add a green inversion solution as detailed above and switch to a rendered view (Eevee/Cycles) and simply press 'M' to mute/unmute the node and as you toggle back and forth you can see which version works better. Keep up the great work! (The same is true loading OpenGL textures into a DirectX based engine/renderer)
@@TechTotal94 I just recorded this to explain it. Sorry for the crap sound, I'm not a youtuber :P ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-8CbwH6H-15Q.html
@@TechTotal94 I tried to post a link to a quick video I threw together explaining it, but it seems like I can't post links here. I'll inbox you and @GraffinityOfficial the link as it's really useful information. Edit: I can't find a way to contact you so I've just stuck the the video on my channel publicly. Sorry about the crap mic, I'm not a youtuber, ha ha
2:47 I'm not criticizing but wouldn't a rubber that absorbs all light appear black instead of white? I've been trying to understand what makes something reflective for a long time and I don't think it's just how smooth it is. You could polish any material to a 'mirror finish' of flatness and it wouldn't be as reflective as the metal used in mirrors. Why does a perfectly smooth, flat rubber surface scatter light so well? Is it that some of the light penetrates and bounces around before returning to the environment? I think this is the explanation but I'm not certain, I've always heard it explained as surface roughness being responsible but I'm not convinced.
I just learned what PBR means and a little more technical names except they are outside of Maya Autodesk. I am just used to Arnold and not seeing albedo(not the same thing but work in the same area).
Hey graffinity. I have been looking to make educational videos in my language but i haven't found a good enough project to be able to do so, and my own voice is not ideal(also i don't have the microphone or even the privacy). Can you help us with info on what you use?
I think it is because blender is not actually using the color information, rather data stored as colors. My theory is that Each RGB channel is used as a greyscale texture which is then converted into XYZ coordinates.
I think the default is to apply gamma correction to color images. That would mess up the normal maps since they're saved with a linear color space - I.e. the difference between 0 and 1 is the same as between 254 and 255. With colors after gamma correction, the intensity change between 0 and 1 is much less than between 254 and 255. I.e. without gamma correction, going from 1 to 2 is 100% increase, while going from 100 to 101 is a 1% increase. Gamma correction makes it possible to reproduce smaller intensity changes in dark areas.
@@fury7992 well height map can be used to displace the plane but it can also be substitution for normal map, if you use bump node. This is a friendly advice. If you think something can work, try it first and then ask if something is not clear. It will be faster for you to find out than waiting for my response. 💪