This BSDF is so simple but utterly insane. I don't think the guy who casually dropped that into the code out of nowhere was quite aware of how much this allows us to do.
@david_for_you_
Ай бұрын
Hi, author here :) I was aware that this is very powerful, as it is such a basic building block, but I have no idea what people will use it for. The original motivation was getting passes through a refraction for VFX, and I definitely thought about fancy perspective shifts like black-hole effects and lens simulations that should be possible with this. I did not anticipate the sort-of-parallax thing though.
@chasingdaydreams2788
Ай бұрын
@@david_for_you_ what a G! Im going to find where you live and kiss you!
@hugoschumann1854
Ай бұрын
@@david_for_you_ Hey, I can tell you, that I'll use it for architectural vizualisations. This is perfect for showing more realistic large scale buildings. Thank you so much.
@matidfk5171
Ай бұрын
@@hugoschumann1854 just curious, im using blender for archi work as well, what do you mean by this? you can already get orthographic representations with cameras although that was the first thing i thought of when i saw the video too
@32rq
Ай бұрын
@david_for_you_ I missed the old cube maps from blender internal. This is like a supercharged version. If this comes to Eevee too I'll be so happy!
@SymbolCymbals2356Ай бұрын
This is so so so useful: - This could be used for NPR lighting, portal from the complex geometry to a simpler mesh lit by it's own lights elsewhere in the scene out of view - TV screens without the need for packing video frames into a texture or post-render compositing - Fake deformation like the sphere in the video could be used to do that Inception effect of the city bending on itself without actually deforming tons of geometry for real - Cheaper character rig deformation by having low poly rigged geometry portal to a static high poly character
@quackers969Ай бұрын
9:48 To save everyone from the whole having-to-use-drivers-to-undo-object-rotations-business, you can just use Texture's Coordinate's Normal output instead of Geometry's.
@quackers969
Ай бұрын
That's the main difference between them, Texture Coordinate's is object-space, a.k.a. it's invariant to object transforms, while Geometry's is world-space, so it changes as the object rotates.
@RhinoTimelaps
Ай бұрын
how to use it?
@b33b0p17Ай бұрын
This looks like one of those things thats a game changer but I’m too dumb to know why.
@SpringySpring04Ай бұрын
Portals in Bkender is something I've wanted FOREVER, to get a similar effect like the portal games
@sola_is_chilling
Ай бұрын
saaameeeee
@FractalParadoxАй бұрын
wait a minute. you could literally plug in a height map into the vector math node you use to define the perspective. if you invert it, it will act as if the camera is looking "down" a different heights based on the displacement/height map.
@Deniil200024 күн бұрын
finally it's possible to render a novel vantage point in the scene to a plane! You can make CCTV survelliance, portals and non-euclidian space illusions in a single render!
@Jonah_AnthonyАй бұрын
I cannot wait to use this for building windows holy shit
@Kiwi-Araga
Ай бұрын
I wonder how something like this is going to impact the performance of a game. Instead of the usual parallax to use a similar technique and point to an actual 3D interior hidden somewhere under the map then apply this to multiple windows.
@Kram1032
Ай бұрын
@@Kiwi-Araga for Path Tracing it's kinda straight forward, just involving an extra transparency path, but for Raster Rendering, I'm pretty sure this would involve either duplicating geometry, or having multiple cameras which separately render out the image. There are definitely reasons why this isn't normally done in that setting.
@sid98geek
Ай бұрын
This is some Doctor Strange business. If Render Textures are flat projections of what a camera sees onto a plane or a polygon(s) of a model, then Ray Portal BSDF is like turning a plane or a polygon into its own camera and/or window. This is insane. We live in an era where this stuff exists.
@mattburkey
Ай бұрын
@@Kiwi-Araga That's how Spider-Man 2 works on PS5, you have rooms in every building, and through those rooms you can see other rooms. They have NPC's moving around in them too. Of course things fall apart when you move around corners and the same room from two angles is two different rooms, but it's still incredibly effective. Spider-Man and Miles Morales had simpler parallax based system, but Spider-Man 2's solution is far more impressive. As for performance, it's able to do that with hundreds of instances at 60fps with ray-traced shadows and reflections on the glass. It's insane! Digital Foundry did a tech breakdown/discussion with one of the game's developers and although they don't show BTS, with a working knowledge of stuff like this, you can get the jist.
@ShaneCasserly
28 күн бұрын
That's how 3d skyboxes worked in older games. There was normally super small geo outside of the map that was blown up to be the skybox.@@Kiwi-Araga
@leshiy_ndАй бұрын
Now you're thinking with portals!
@benpowell3993Ай бұрын
Losing my mind over this. Nodevember is gonna be a lot of fun
@volodymyrii537Ай бұрын
I was waiting for node like "image from camera", but this is so much better
@AlumxАй бұрын
honestly super exciting, not everyday that we are given such fundamentally mind-boggling different toy to play with
@repositorytutorial3d50Ай бұрын
You are a freaking genius, thanks for being so curious about things and thanks for sharing your discoveries with us :)
@CorruptinatorАй бұрын
This would make it easier to animate 3D televisions without having to do separate rendering, saving hours... days... potentially weeks of rendering and post processing!
@isaachenrikson3197Ай бұрын
I've been waiting for something like this for so long, genuinely awesome- Especially since it'll allow for SUPER realistic black hole visualizations (stacked planes w/ some """velocity""" data baked into the texture itself)
@zefnoly9147
Ай бұрын
I was thinking of something similar
@Al_KR_tАй бұрын
I can't even fathom the possibilities, this is insane
@sid98geek
Ай бұрын
This is like Render Textures on drugs. This is Render Textures redefined.
@EyeMCreativeАй бұрын
This is great for so many things. The first thing I thought of was I wonder how this compares to the parallax method (like what you were building) for things like faux 3D rooms in windows, like you see in video games and stuff. With this version, you could create 5 or so rooms that you keep somewhere out of view, and make copies of this node tree that's mapped to look into each room, and put those texture on the windows. You might also want to make copies for each direction the windows face, because then it'll capture the sun lamp coming through the windows as well. This way you'd get nice, accurate lighting and real depth in the rooms, but it's essentially instancing and only calculating the lighting once and multiplying that for each window. Would be interesting to see the difference in quality vs performance. Also, being able to have actual portal and stuff is fantastic.
@lubaka8269Ай бұрын
Alright, gonna have to watch this atleast 3 times
@bloom945Ай бұрын
Neat! Maybe this could be used to make lenses?
@jagjb6372
Ай бұрын
Maybe this could be the way to proper refractive caustics in blender also...
@thefinn0tube_Ай бұрын
Thanks Mr default, this is insanely cool
@jujda726 күн бұрын
Great vid i actually understood what was being said most of the time keep up the good work👍👍
@SoviaatАй бұрын
HOLY HELL, I almost jumped up when I saw the moving preview of this video. I was like "I NEED THIS" Edit: I have so much ideas, this unlocked so much things for my adhd brain
@GlitchDXАй бұрын
I have been asking for exactly this for years. This is great.
@RazsterTWАй бұрын
OMG this is stupid awesome! Thank you for sharing, I have so many ideas.
@goldenmikytlgp3484Ай бұрын
LETS GOOOOO
@jagjb6372Ай бұрын
Mind blowing. Brilliant!
@markflakezCG22 күн бұрын
This would be great for CCTVs.
@wheagАй бұрын
this is really cool im so glad i took the time to watch this
@Apois26 күн бұрын
This allows for crazy fast sprite generation, if you consider the cube+negative normal example. If that cube then was unwrapped to look like a sprite sheet, you could render all angles of a given srpite, at once. And if you used something like a n-sided cylinder, you end up with even more angles, at once. Kinda wild
@LukasSmith827Ай бұрын
the tensors are evolving!
@HalfAsleepSam23 күн бұрын
Cubemaps in blender, neat.
@zack3danimation666Ай бұрын
Awesome, so brilliant
@Dominiac-OFFCIALАй бұрын
1:13 I hope Eevee next could render this types of node
@blenderconch24 күн бұрын
This is awesome!
@darrennew8211Ай бұрын
In so early it's only available in 360p. :-) Great exploration of the new node!
@ShivaTD420Ай бұрын
I spent hours trying to fake this effect with the sky/environmental shaders. Since the old portal method with layers and composite tricks was lacking. But this is exactly what i needed.
@InterPixelYoutubeАй бұрын
this is HUGE for vfx.
@david_for_you_
Ай бұрын
Yes, I agree, VFX was the motivating feature for writing it
@VFXCentralАй бұрын
FUUUUUUUUUUUU!!!! thats a amazing!
@TiagoTiagoTАй бұрын
Holy shit, this got so much potential!
@user-hv5qu7kz1mАй бұрын
insane.... thank you!
@oculiciousАй бұрын
Damn that's super cool!
Ай бұрын
Woaw !!! Thx for this video !!!
@AyushBakshiАй бұрын
That's AWESOME!
@FreakhealerАй бұрын
You are the best
@Dingle.DongerАй бұрын
This is HUGE. Thanks a lot for the video. I've wanted to use this for so long but I didn't want to buy some add-on or get a PhD in Blender Nodes to get this effect.
@willyngke26 күн бұрын
This also useful for create Forced Perspective 3D Billboards video content.
@AimyxАй бұрын
It’s tardis time guys
@thomasstewart9752Ай бұрын
you could plug a height map into the vertical offset instead of using a single value for some interesting results
@dkaloger5720Ай бұрын
I would love to make a magnifying glass with this
@AndresMagnoneАй бұрын
This is amazing. My question is how much does it help performance? Say I use it ith a building to replicate a 3d office on every single window of the building. Would it just process the one office and all the window polygons or would it also process the "new" offices that you can see with this node?
@markuszeller_officialАй бұрын
This is sick. My brain can not process.
@ColinPaddockАй бұрын
Oh my god! I can finally do 5d space in blender. Yay!
@FullHeart_ArtАй бұрын
Wait no fucking way this is amazing. I can do some INSANE stuff with this
@chasingdaydreams2788Ай бұрын
BRO ive been wanting this for fucking forever!!
@vicfigu6332Ай бұрын
I've been making pokemon cards with a 3D effect and it's been a nightmare and with this it's going to be a godsend
@khalatelomaraАй бұрын
I actually made an addon for architecture that depends on classic parallax techniques with some spice , this trick will be insane if you can hide viewlayers for example and drive the rooms with geonode and create fake interiors but in realistic lighting all across the town for example !!! , holy spagetti it will be insane 😀
@Soliye.Ай бұрын
Welp! Here come liminal spaces and holographic interfaces :D
@TheoooloneАй бұрын
OH MY GOD THIS IS AMAZING this will make my projects 1000x easier
@saparjumash
Ай бұрын
in what way? i dont get where to use it, no one is explaining
@SkifoxoАй бұрын
now we just need to wait for someone to make a tardis model with this node.
@ZUnknownFoxАй бұрын
OHHHH I'VE GOT IDEAS... 4:17 this just made me think not only could this be good for mapping images, windows or portals. it can also be a good way to create a TV effect where you have a monitor and have it display another part of the scene basically doing 2 things at once. (I don't believe in current versions for this to be possible however this Ray portal node will change SOOOO much)
@EuMestreАй бұрын
Now we can make tv screen with broadcast😊😊😊
@mrartistimo1530Ай бұрын
Could you use an empty to control where this portal is viewing? Figure it'd make it very useful for animation this effect!
@AlphaSeagullАй бұрын
Now we're thinking with portals
@WaddleQwackerАй бұрын
I imagine this would make possible virtual cameras like we have in raster engines, where you can place a camera anyewhere in the scene and display what that camera sees on a surface, say a TV screen?
@a2_gamesАй бұрын
just in time ☕
@SanOcelotlАй бұрын
game changer
@PrinceWesterburgАй бұрын
In LightWave you can use a sphere (or any geometry witha UV map) and project outwards to make an HDR map, can you use this for that? It was a very useful feature
@GANONdork123
Ай бұрын
In Blender you can can do this with the camera itself. Set the Lens type to Panoramic and set the panorama type to equirectangular.
@jahrradmarks716912 күн бұрын
Bruh, I've got to make a snow globe now....
@jmm123310 күн бұрын
yay mirrors
@raulgaletsАй бұрын
nah thats crazy bro
@BonkBonkadАй бұрын
What a coincidence... I'm currently enjoying and at the same time finding it confusing to play with the parallax effect in Blender, and then this video came out.
@AdamEarleArtistАй бұрын
Thats's freakn great! I wonder if this works with blenders scenes? PooOOOOOOooower! 2nd demoooOOOOooo? 👌👌👌
@ParatokhsАй бұрын
Can't we use this to make some sort of simulated camera inside blender? Then maybe use it to broadcast something else on a tv? better yet save said camera to use for all kinds of portal things? an empty as the center point, a plane as the end of the camera, and moving the plane would change the POV? Maybe probably?
@Al_KR_t7 күн бұрын
It is really differend from parallax mapping anyway. You can't use this portal nodes for materials because image in the portal isnot affected by lights around the portal
@residualАй бұрын
you could use this shader to create some really cool infinitely recursive things and i am SO hyped
@EpinardscaramelАй бұрын
Wow, it looks like those old-school “holograms”
@moravianlion310827 күн бұрын
4:13 Getting some serious stalker vibes
@Loop_KatАй бұрын
I'm just getting into Blender (literally just made my first donut the other day), but this seems like it'd be a really simple (cheap) way to do a fake water simulation, yeah? Something like applying an animated wave distortion to the Ray Portal BSDF (or the plane's geometry) and caustics to the original geometry? It'd probably never offer the same realism as an actual water sim, but it seems like it'd do well for smaller, calmer bodies of water viewed from limited directions
@sriharivaila7276Ай бұрын
Imagine if we can render lots of assets in a huge scene this way, hope it improves render times.
@TrentisNАй бұрын
Will be able to fill out skyscraper windows in no time now.
@rajinmuhammad673Ай бұрын
this is the most mathematical blender tutorial I have ever seen
@LIONFIGHTMUSIC
Ай бұрын
welcome to default cube - always makes me wish I studied maths 😅
@skeleton_craftGaming
Ай бұрын
Blender does a pretty good job at abstracting away the math if you don't use geometry nodes...
@skeleton_craftGaming
Ай бұрын
@@LIONFIGHTMUSICI did study math and kind of wish I studied math more... The maths are tight
@EdLrandomАй бұрын
6:28 What did you just call us?
@FluffyAngelUwU12 күн бұрын
"Damn I wonder if it's going to be a portal"
@badjanoАй бұрын
I'm a developer, and I'm astonished by your skills in math (for an artist LOL)
@DefaultCube
Ай бұрын
thank ya :)
@minerkey682Ай бұрын
maybe we can use it to make bootleg render-to-texture stuff for security cameras and the like
@gordonbrinkmannАй бұрын
That Incoming to Tangent space converter is quite nice and exactly what I was looking for. So I got a plane which is basically always looking down no matter how I move and rotate it. I just cannot figure out for the life of me how to rotate this view so that the plane is always looking to the left or always looking to the right, no matter how I move and rotate it. I tried it with Vector Rotate etc. but it mostly gives only distorted results.
@tynrare5631Ай бұрын
So this is going to be a bit above the pay grade.. ❤
@DiThiАй бұрын
You don't need to use vector rotate + drivers, instead use the vector transform node, to transform from world space to object space. Edit: Or as another comment said, use the normal from texture coordinates instead of geometry, which is in local space.
@mikoajlewicki9512Ай бұрын
Oh boi the quick&easy pipe for making psychodelic/surrealistic mindfucking stuff just droped xd
@LIONFIGHTMUSICАй бұрын
I was literally wondering whether this kind of thing could be done in blender mere HOURS before you dropped this video wtf
@USBEN.Ай бұрын
Please make a use case video for this node, i don't understand what people are soo happy about in the comments.
@hameddesign70Ай бұрын
headache button (also i love his content) >>>>
@mariocano7263Ай бұрын
Could you theoretically create building windows with this, perhaps linking to a geonode based interior off to the side? I wonder how the performance would do rendering that many instances.
@XashadowinАй бұрын
wait... Did blender just achieved nDisplays from Unreal, but in Blender? This has a HUGE meaning for projection mapping and mapping shows if that s the case!
@afjerАй бұрын
A lot of pain could be solved if they had an absolute/relative toggle.
@MrNobodyX3Ай бұрын
You could just spawn a camera and use that camera as the object's camera
@twitte0kingАй бұрын
Does this simplify the looking glass hologram type rendering at all?
@TiagoTiagoTАй бұрын
When is that getting released in the main version?
@ThadeousMАй бұрын
A GDC presentation on Quaternions dropped this week which helped me get an understanding of what/how/why they are useful. As you created your tangent space equation my brain woke up when you used the dot produce of each… I wanted to ask is the dot product -1 to 1 serving as your “weight” here?
@DefaultCube
Ай бұрын
in general these just line up with x,y,z components of new vector (all normalized so ya, -1 to 1) - but in general dot product is just the sum of the products
Пікірлер: 185
This BSDF is so simple but utterly insane. I don't think the guy who casually dropped that into the code out of nowhere was quite aware of how much this allows us to do.
@david_for_you_
Ай бұрын
Hi, author here :) I was aware that this is very powerful, as it is such a basic building block, but I have no idea what people will use it for. The original motivation was getting passes through a refraction for VFX, and I definitely thought about fancy perspective shifts like black-hole effects and lens simulations that should be possible with this. I did not anticipate the sort-of-parallax thing though.
@chasingdaydreams2788
Ай бұрын
@@david_for_you_ what a G! Im going to find where you live and kiss you!
@hugoschumann1854
Ай бұрын
@@david_for_you_ Hey, I can tell you, that I'll use it for architectural vizualisations. This is perfect for showing more realistic large scale buildings. Thank you so much.
@matidfk5171
Ай бұрын
@@hugoschumann1854 just curious, im using blender for archi work as well, what do you mean by this? you can already get orthographic representations with cameras although that was the first thing i thought of when i saw the video too
@32rq
Ай бұрын
@david_for_you_ I missed the old cube maps from blender internal. This is like a supercharged version. If this comes to Eevee too I'll be so happy!
This is so so so useful: - This could be used for NPR lighting, portal from the complex geometry to a simpler mesh lit by it's own lights elsewhere in the scene out of view - TV screens without the need for packing video frames into a texture or post-render compositing - Fake deformation like the sphere in the video could be used to do that Inception effect of the city bending on itself without actually deforming tons of geometry for real - Cheaper character rig deformation by having low poly rigged geometry portal to a static high poly character
9:48 To save everyone from the whole having-to-use-drivers-to-undo-object-rotations-business, you can just use Texture's Coordinate's Normal output instead of Geometry's.
@quackers969
Ай бұрын
That's the main difference between them, Texture Coordinate's is object-space, a.k.a. it's invariant to object transforms, while Geometry's is world-space, so it changes as the object rotates.
@RhinoTimelaps
Ай бұрын
how to use it?
This looks like one of those things thats a game changer but I’m too dumb to know why.
Portals in Bkender is something I've wanted FOREVER, to get a similar effect like the portal games
@sola_is_chilling
Ай бұрын
saaameeeee
wait a minute. you could literally plug in a height map into the vector math node you use to define the perspective. if you invert it, it will act as if the camera is looking "down" a different heights based on the displacement/height map.
finally it's possible to render a novel vantage point in the scene to a plane! You can make CCTV survelliance, portals and non-euclidian space illusions in a single render!
I cannot wait to use this for building windows holy shit
@Kiwi-Araga
Ай бұрын
I wonder how something like this is going to impact the performance of a game. Instead of the usual parallax to use a similar technique and point to an actual 3D interior hidden somewhere under the map then apply this to multiple windows.
@Kram1032
Ай бұрын
@@Kiwi-Araga for Path Tracing it's kinda straight forward, just involving an extra transparency path, but for Raster Rendering, I'm pretty sure this would involve either duplicating geometry, or having multiple cameras which separately render out the image. There are definitely reasons why this isn't normally done in that setting.
@sid98geek
Ай бұрын
This is some Doctor Strange business. If Render Textures are flat projections of what a camera sees onto a plane or a polygon(s) of a model, then Ray Portal BSDF is like turning a plane or a polygon into its own camera and/or window. This is insane. We live in an era where this stuff exists.
@mattburkey
Ай бұрын
@@Kiwi-Araga That's how Spider-Man 2 works on PS5, you have rooms in every building, and through those rooms you can see other rooms. They have NPC's moving around in them too. Of course things fall apart when you move around corners and the same room from two angles is two different rooms, but it's still incredibly effective. Spider-Man and Miles Morales had simpler parallax based system, but Spider-Man 2's solution is far more impressive. As for performance, it's able to do that with hundreds of instances at 60fps with ray-traced shadows and reflections on the glass. It's insane! Digital Foundry did a tech breakdown/discussion with one of the game's developers and although they don't show BTS, with a working knowledge of stuff like this, you can get the jist.
@ShaneCasserly
28 күн бұрын
That's how 3d skyboxes worked in older games. There was normally super small geo outside of the map that was blown up to be the skybox.@@Kiwi-Araga
Now you're thinking with portals!
Losing my mind over this. Nodevember is gonna be a lot of fun
I was waiting for node like "image from camera", but this is so much better
honestly super exciting, not everyday that we are given such fundamentally mind-boggling different toy to play with
You are a freaking genius, thanks for being so curious about things and thanks for sharing your discoveries with us :)
This would make it easier to animate 3D televisions without having to do separate rendering, saving hours... days... potentially weeks of rendering and post processing!
I've been waiting for something like this for so long, genuinely awesome- Especially since it'll allow for SUPER realistic black hole visualizations (stacked planes w/ some """velocity""" data baked into the texture itself)
@zefnoly9147
Ай бұрын
I was thinking of something similar
I can't even fathom the possibilities, this is insane
@sid98geek
Ай бұрын
This is like Render Textures on drugs. This is Render Textures redefined.
This is great for so many things. The first thing I thought of was I wonder how this compares to the parallax method (like what you were building) for things like faux 3D rooms in windows, like you see in video games and stuff. With this version, you could create 5 or so rooms that you keep somewhere out of view, and make copies of this node tree that's mapped to look into each room, and put those texture on the windows. You might also want to make copies for each direction the windows face, because then it'll capture the sun lamp coming through the windows as well. This way you'd get nice, accurate lighting and real depth in the rooms, but it's essentially instancing and only calculating the lighting once and multiplying that for each window. Would be interesting to see the difference in quality vs performance. Also, being able to have actual portal and stuff is fantastic.
Alright, gonna have to watch this atleast 3 times
Neat! Maybe this could be used to make lenses?
@jagjb6372
Ай бұрын
Maybe this could be the way to proper refractive caustics in blender also...
Thanks Mr default, this is insanely cool
Great vid i actually understood what was being said most of the time keep up the good work👍👍
HOLY HELL, I almost jumped up when I saw the moving preview of this video. I was like "I NEED THIS" Edit: I have so much ideas, this unlocked so much things for my adhd brain
I have been asking for exactly this for years. This is great.
OMG this is stupid awesome! Thank you for sharing, I have so many ideas.
LETS GOOOOO
Mind blowing. Brilliant!
This would be great for CCTVs.
this is really cool im so glad i took the time to watch this
This allows for crazy fast sprite generation, if you consider the cube+negative normal example. If that cube then was unwrapped to look like a sprite sheet, you could render all angles of a given srpite, at once. And if you used something like a n-sided cylinder, you end up with even more angles, at once. Kinda wild
the tensors are evolving!
Cubemaps in blender, neat.
Awesome, so brilliant
1:13 I hope Eevee next could render this types of node
This is awesome!
In so early it's only available in 360p. :-) Great exploration of the new node!
I spent hours trying to fake this effect with the sky/environmental shaders. Since the old portal method with layers and composite tricks was lacking. But this is exactly what i needed.
this is HUGE for vfx.
@david_for_you_
Ай бұрын
Yes, I agree, VFX was the motivating feature for writing it
FUUUUUUUUUUUU!!!! thats a amazing!
Holy shit, this got so much potential!
insane.... thank you!
Damn that's super cool!
Woaw !!! Thx for this video !!!
That's AWESOME!
You are the best
This is HUGE. Thanks a lot for the video. I've wanted to use this for so long but I didn't want to buy some add-on or get a PhD in Blender Nodes to get this effect.
This also useful for create Forced Perspective 3D Billboards video content.
It’s tardis time guys
you could plug a height map into the vertical offset instead of using a single value for some interesting results
I would love to make a magnifying glass with this
This is amazing. My question is how much does it help performance? Say I use it ith a building to replicate a 3d office on every single window of the building. Would it just process the one office and all the window polygons or would it also process the "new" offices that you can see with this node?
This is sick. My brain can not process.
Oh my god! I can finally do 5d space in blender. Yay!
Wait no fucking way this is amazing. I can do some INSANE stuff with this
BRO ive been wanting this for fucking forever!!
I've been making pokemon cards with a 3D effect and it's been a nightmare and with this it's going to be a godsend
I actually made an addon for architecture that depends on classic parallax techniques with some spice , this trick will be insane if you can hide viewlayers for example and drive the rooms with geonode and create fake interiors but in realistic lighting all across the town for example !!! , holy spagetti it will be insane 😀
Welp! Here come liminal spaces and holographic interfaces :D
OH MY GOD THIS IS AMAZING this will make my projects 1000x easier
@saparjumash
Ай бұрын
in what way? i dont get where to use it, no one is explaining
now we just need to wait for someone to make a tardis model with this node.
OHHHH I'VE GOT IDEAS... 4:17 this just made me think not only could this be good for mapping images, windows or portals. it can also be a good way to create a TV effect where you have a monitor and have it display another part of the scene basically doing 2 things at once. (I don't believe in current versions for this to be possible however this Ray portal node will change SOOOO much)
Now we can make tv screen with broadcast😊😊😊
Could you use an empty to control where this portal is viewing? Figure it'd make it very useful for animation this effect!
Now we're thinking with portals
I imagine this would make possible virtual cameras like we have in raster engines, where you can place a camera anyewhere in the scene and display what that camera sees on a surface, say a TV screen?
just in time ☕
game changer
In LightWave you can use a sphere (or any geometry witha UV map) and project outwards to make an HDR map, can you use this for that? It was a very useful feature
@GANONdork123
Ай бұрын
In Blender you can can do this with the camera itself. Set the Lens type to Panoramic and set the panorama type to equirectangular.
Bruh, I've got to make a snow globe now....
yay mirrors
nah thats crazy bro
What a coincidence... I'm currently enjoying and at the same time finding it confusing to play with the parallax effect in Blender, and then this video came out.
Thats's freakn great! I wonder if this works with blenders scenes? PooOOOOOOooower! 2nd demoooOOOOooo? 👌👌👌
Can't we use this to make some sort of simulated camera inside blender? Then maybe use it to broadcast something else on a tv? better yet save said camera to use for all kinds of portal things? an empty as the center point, a plane as the end of the camera, and moving the plane would change the POV? Maybe probably?
It is really differend from parallax mapping anyway. You can't use this portal nodes for materials because image in the portal isnot affected by lights around the portal
you could use this shader to create some really cool infinitely recursive things and i am SO hyped
Wow, it looks like those old-school “holograms”
4:13 Getting some serious stalker vibes
I'm just getting into Blender (literally just made my first donut the other day), but this seems like it'd be a really simple (cheap) way to do a fake water simulation, yeah? Something like applying an animated wave distortion to the Ray Portal BSDF (or the plane's geometry) and caustics to the original geometry? It'd probably never offer the same realism as an actual water sim, but it seems like it'd do well for smaller, calmer bodies of water viewed from limited directions
Imagine if we can render lots of assets in a huge scene this way, hope it improves render times.
Will be able to fill out skyscraper windows in no time now.
this is the most mathematical blender tutorial I have ever seen
@LIONFIGHTMUSIC
Ай бұрын
welcome to default cube - always makes me wish I studied maths 😅
@skeleton_craftGaming
Ай бұрын
Blender does a pretty good job at abstracting away the math if you don't use geometry nodes...
@skeleton_craftGaming
Ай бұрын
@@LIONFIGHTMUSICI did study math and kind of wish I studied math more... The maths are tight
6:28 What did you just call us?
"Damn I wonder if it's going to be a portal"
I'm a developer, and I'm astonished by your skills in math (for an artist LOL)
@DefaultCube
Ай бұрын
thank ya :)
maybe we can use it to make bootleg render-to-texture stuff for security cameras and the like
That Incoming to Tangent space converter is quite nice and exactly what I was looking for. So I got a plane which is basically always looking down no matter how I move and rotate it. I just cannot figure out for the life of me how to rotate this view so that the plane is always looking to the left or always looking to the right, no matter how I move and rotate it. I tried it with Vector Rotate etc. but it mostly gives only distorted results.
So this is going to be a bit above the pay grade.. ❤
You don't need to use vector rotate + drivers, instead use the vector transform node, to transform from world space to object space. Edit: Or as another comment said, use the normal from texture coordinates instead of geometry, which is in local space.
Oh boi the quick&easy pipe for making psychodelic/surrealistic mindfucking stuff just droped xd
I was literally wondering whether this kind of thing could be done in blender mere HOURS before you dropped this video wtf
Please make a use case video for this node, i don't understand what people are soo happy about in the comments.
headache button (also i love his content) >>>>
Could you theoretically create building windows with this, perhaps linking to a geonode based interior off to the side? I wonder how the performance would do rendering that many instances.
wait... Did blender just achieved nDisplays from Unreal, but in Blender? This has a HUGE meaning for projection mapping and mapping shows if that s the case!
A lot of pain could be solved if they had an absolute/relative toggle.
You could just spawn a camera and use that camera as the object's camera
Does this simplify the looking glass hologram type rendering at all?
When is that getting released in the main version?
A GDC presentation on Quaternions dropped this week which helped me get an understanding of what/how/why they are useful. As you created your tangent space equation my brain woke up when you used the dot produce of each… I wanted to ask is the dot product -1 to 1 serving as your “weight” here?
@DefaultCube
Ай бұрын
in general these just line up with x,y,z components of new vector (all normalized so ya, -1 to 1) - but in general dot product is just the sum of the products
I have no time to wait for cycles render...