Texture Coordinates Explained: Generated vs Object
Вставка
- Опубліковано 14 жов 2024
- Especially when using procedural (Blender-generated) textures, the Generated and Object coordinate systems become important to understand. Which should you use? This video demonstrates the differences between the two options.
This was dumbed down enough for me to mostly understand. I appreciate it Ben.
Thank you so much. Other tutorials are telling everything without explaining the basics without which it is useless. Thanks again!
Wonderful tutorial . You are one of the best speaker that I know. It is second tutorial that I listen from you and both are great. Professional, clear, detailled, precise.
+gillesdoc Thank you! I hope you find these helpful.
pls never delete this video
Good morning mr. Steve Jobs! Nice to see you again!
I struggled with one issue with texture for 3 weeks! And was ready to give up, but found the solution in your video ))) You just helped me, thank you so much!
Nice video that thought me a lot. Although one important point was forgotten: Object coordinates can be bound to the location of an object. Moving that object changes the texture coordinates. This can be used for animation of textures or making textures random or other similar stuff.
Thank you for your contribution to our large society, it isn't unnoticed.
You have an amazing voice, you should be recording audiobooks right now.
Thank you so much for this video. It was a clear explanation and you do have a nice voice:)
Youve explained what they do very well...but i want to know how they "work".
Nice video thanks!!
Really clear explanation. Thank you.
I keep coming back to this tutorial when I get confused again every now and then :)
Wow, dude, you did a great explanation about this node right here. It's all very clear.
Hey,
thank you for your explanation
off course you demonstrate the difference with great spots on small details
I am supporting you from here
great tutorial on a node which is often overlook or not explained at all
I'm liking your video again. Thanks.
@ben u: Thanks for ur clear analysis .It helps a lot.
Thanks. Very much appreciated.
Thanks for the explanation.
Great video
Could you do a thorough explanation of the light paths node?
Great explanation, thank you very much!
Interesting, thank you. I learned something that I will use in the future.
Thank You ,This Video Help Me Alot !
Thank you, your video solved all my questions about this subject, sub+.
how i can coordinate the texture ? example, i have TV and the texture is the screen/movie, but its not centered...how i can center it ?!
At 4:10 ............ you need to be in Cycles ........ if in Eevee, it won't stretch ..... any idea why that is?........ Strangely, if you do the stretch in Cycles, then switch back over to Eevee, it stays stretched! But if you then move it back, and click to some other windows then back again, it switches to unstretched .......... something ain't right in Blender!
Genius, got it finally :)
What about UV parameter?
thank you, bless your soul.
Hi Ben. I finally found "Shift S" to switch node types: User Preferences -> Add-ons -> Node: Node Wrangler
Is that how you are getting Shift S to switch node types? I ask because that add-on implements a whole lot of hotkeys that will take some time learning and discovering any conflicts, when what I really want (at this point) is the "ben u add-on" :-)
+jtoly08 Yes, Shift+S is how I switch nodes. Funny, though, I never realized that that was a part of Node Wrangler; I thought it was just built-in to the default Blender setup. Sorry for the confusion. Node Wrangler, by the way, is a fantastic addon for working in nodes. Speeds up the process significantly when you're making a lot of connections.
Very good. Thank you.
Ooh, nice explanation. Thanks
hey this was both easy to digest and nutrient dense how is that possible?? thanks : )
Thanks this helped me out a lot.
Great explanation. Thx !
You sound so much like Steve Jobs xD
Thank you ☺️
it is great video thanks
thank you so much !
Thank you!
When viewport is set to material view , and you stretch it it out (when set to generated ) , it doesn't happen
Only upon rendering
That's strange -- it SHOULD show you the proper result when in Material view. Make sure you're not in Texture view, as that (as I understand things) only will show you UV texture coordinates.
Thanks great teacher!
So that's what I was calling "Preserve UVs"
Regarding "Generated Texture Coordinate"
thx
not bad mate
ain't you Ben Hur? :P
why is it that the documentation for these is so poor?