Blender Texture Coordinate Fundamentals: Generated vs Object
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- Опубліковано 14 жов 2024
- For serious Blender users only.* An intimate look at Blender's Texture Coordinates Material Node - what's the difference between Generated and Object inputs? You see the difference but what's really going on? Understanding the reasons for Blender's Material Node behavior helps Procedural Material wizards to abuse these sockets and deliver stunning tricks.
Changing the SCALE of a texture affects only one part of a ratio - picking either Generated or Object Coordinates determines the UNITS of the other part of that ratio and texture Origin. Some textures defy simplicity though! Waves and Noise present some tough love but we use Checker because it's brainlessly easy to see - so it's 5.0 ITERATIONS per ... or 10.0 ITERATIONS per ... (Thought of the word "iterations" in post.)
*just kidding. This video's for anyone who can sit through my explaining something for 12 or whatever minutes. My recent detractors will not enjoy the careful time I spend repeating myself. So maybe this is for serious fans only? And please get click-happy on those Subscribe and Like buttons.
You can also support my new mission to sci-fi short stories just by following or subscribing at Patreon.com/PeaceGalley It really will help me make more content!
You sir, didn't just made my day, you made my whole holiday! I just started with blender recently and was about to blender some procedural asphalt today following a tutorial. In the tutorial it was shown with Tex Coordinates using "generated". Worked for the default plane but not when I created a long road and applied the material. Was about to lose my mind after several hours till I found your explanation Video. Now i can blender in peace the next 2 weeks. Thank you. Enjoy your holiday and keep up the good work in 2021! Cheers from switzerland!
Best explaination on youtube thus far from what ive been seeing.
the most informative foundmental turoial i ever seen sofar!
wow thanx a lot man. i was really getting frustated over people using these nodes in tuts and me not kowing what exactly this does absolutely drives me crazy.
great nerdy tutorial for a concept not many would explain. thank you
Guaranteed obscurity in the Blenderverse. :)
I wish I had seen this a year ago. Can't even begin to estimate how much trail and error wheel-spinning it would have saved me. Love your vid's! Don't know why, but your voice sounds like Bryan Cranston to me. I find it oddly comforting to have Bryan teach me Bender.
7:17 There is another way to change the Origin or Pivot point of an object. Staying in Object Mode. Under the “Tool” tab of the “N” Panel you can select >Options>Transform>Affect Only>Origins. Move your Origin/ Pivot Point around to wherever you desire and then deselect it again in the N Panel.
Thank you so much man for your explanation, helps me out a lot!
Grid vid, this was indeed the burning question on my mind!
Cheers for making this, really helps clarify texture coordinates.
i guess it's kind of randomly asking but does anybody know a good site to stream newly released movies online?
@Benjamin Franco Try Flixzone. You can find it on google =)
@Benjamin Franco I would suggest flixzone. You can find it by googling =)
@Kamryn Jimmy Yup, have been using Flixzone for months myself :)
@Kamryn Jimmy thanks, I went there and it seems like a nice service =) Appreciate it!!
THIS VIDEOS IS SUPER HELPFUL! THANK YOU SIR
I cannot upvote this enough. Simple, informative, and even a bit funny. ty for this clear and concise video. Very useful. I have a much better understanding of Generated vs Object coordinates and texturing now.
Subscribing helps! 😅 Thank you for the kind words. Happy blending!
Thanks. The best explanation so far. My advice: change the name from "Blender Texture Coordinate lesson" to something like "Blender Texture Coordinate Fundamentals: Generated vs Object" and you will have thousands of hits and more people will learn something usefull.
You're on! I'll set that up in a couple days. Glad it helped you out!
Thank you for that explanation.
Mystery solved! I finally understood the difference between generated and object texture coordinates and, most important, why use one or the othre. Thank you!
An important bit of knowledge! I hope it helps 🙂
thanks, very good explanation. Never even realized the origin was involved. I just thought it was center of BB for object mode. definitely changes perspective on how to use it.
10:06 what he wanted to say was "but when we go in EDIT MODE", just in case someone else does not know why its not working for you. SO scaling in object mode will addect the pixel density while scaling in edit mode wont effect the pixel density.
I followed a tutorial a while ago for creating procedural eyes and afterwards I tried scaling them and the textures got all messed up even when scaling in edit mode or applying scale afterwards. I think this tutorial explains why this was happening so thanks for that.
This is fantastic!
Thanks for the good illustration, now I understand why my textures didn't always fit. I wish for more of this kind of lessons!
Hola. Is there some node or some method to get the lenght of an object as input? Thank you, and your video is very useful.
Animation Nodes had something similar if not exactly like that, but I'm afraid I know of No Such method for Material Nodes. A thousand points to you though for seeing the use of such a thing!
It's possible we could fake something based on an empty object parented in a certain location if you're willing to share some of your goals. The parent object material could then reference the empty and with material nodes make a texture appear at a certain location if the parent object is the right length.
@@HelloHiHola I was thinking in a node group that could calculate the right scale of a brick texture, aplying the same material on different objects, with different dimensions. The empty seems to be ver useful. Sorry for the spelling, english is not my natural language.
One important thing to mention is that when using "generated" from the texture coordinate, you need to exit edit mode before you see the checker board texture display as the bounding box divided by the scale (on the checker node).
Thank you. Its really nice to see someone break this down so I avoid spaghetti i/o. We need more sobering info out there.
SIR!!!! THANK YOU SO MUCH OMG!!!!! YOU REALLY HELPS ME ALOT!!!!!!!
Kinds of you to say so! Go forth, Blend lots.
One very important property of the generated coordinates is that it will deform with the surface when animated.
I think I get that. But you'd have to keep it flat, right? Animating something at an angle to any axis might reveal the volume of the texture as geometry dips into it - like if you tilted the flat top of a cube. The edge that's moving away from the bounding box boundaries would ruin the effect.
@@HelloHiHola It should deform just like UV's. Check it out: docs.blender.org/manual/en/2.79/render/cycles/nodes/types/input/texture_coordinate.html
That's the downfall of using Object coordinates on procedural textures if the object is going to be animated or deformed in animation, then the object coordinates will not move along with the object. They don't "stick" to the object like UV's would. Generated coordinates will. Let's say you have a noise texture on a ball, then animate the ball bouncing. The noise will appear to slide across the surface of the ball as the ball moves in animation, which is a big problem. Generated will keep the noise on the ball perfectly as it moves in 3d space. Scale is really the only issue, but that's where using a mapping node comes in handy. Scale down the object, then use the mapping node to compensate for the scale in procedural materials.
My mind goes to the fact that distorting the generated coordinates without using a mapping node for distortion will make that material impossible to share with anyone else unless their item's scale is precisely identical. However, I wouldn't deny that a careful use of that dilemma could create a neat looking effect.
@@HelloHiHola Oh it can be useful for creating interesting effects on purpose in animation, that's for sure. Especially if you use an empty to control the location of the coordinates for the Object. Yes, you are also correct in that using the mapping node could result in a conflict of scale for others, depending on their scene and object scale, . However, it's a simple matter of adjusting the scale from within the mapping node itself anyway. I just feel that it could be even more confusing to a user if they go to animate an object and the material appears to float all over the mesh. Most people may not realize how to fix that issue compared to simply adjusting the scale in a mapping node. I guess it depends on how you expect the material to be used, eetc.
my understanding is that :
Generated, origine is Boundry box and 0-1 go to the other corner of the object and represent one Unit of scale.(ideal image Texturing )
Object, origine is origine of Object pointer, 0-1 to a a corner eventually so the Scale is very different.( ideal procedural texture)
am I right with that ? thank you :)
If everything is scaled correctly mapping to the object will scale textures to blender units. If everything is scaled correctly OR NOT, using generated mapping will scale textures to the object's bounding box. The object's bounding box will always have a 000 (xyz) origin and always have a maximum extent of xyz that equals 111. A bounding box will never have a negative measurement (it doesn't exist before it exists); object mapping can have a negative measurement because the Pivot Point (000 origin) CAN BE placed anywhere. I think you and I are saying the same thing but your terminology might have thrown me off.
@@HelloHiHola yes I am not native and on top i learn blender and the topic goes a bit technical but, you clarified ;) thank you very much :)
Thank you thank you thank you. You made my day :)
XD My pleasure! 👍
This helps but there is a thing that confuses me, I have say a gradient with a gradien ramp Black to white but the edges of the ramp dont match the edges of the object (I had to set the scale to 18 in the texture coordinates and the location to 0.5) I made sure the scale was applied but have no idea why this is.
Hey thanks for the video! When using a brick texture, why does it stretch on all faces other than faces along one axis? I.e. on a cube only 2 faces will look correct and the other 4 faces stretched. It's a procedural texture so I thought it would work in the same way as the checker texture but I'd appreciate any insight!
The brick texture is procedural but it is projected down through the z-axis like an image. To show correctly on all three axes, the mesh must be UV unwrapped.
@@HelloHiHola Doh! Was trying to find a way of sizing universally across a number off different buildings without tweaking the UV for each individually. I've found a complicated math/node way of doing it but thought surely there would be an easier way like a checkbox to universally scale 😂 oh well!
@@chubbec pick Object for texture coordinate node and create an Empty. Pick that empty as The Object and any object with that material can have its material affected by scaling the Empty :)
you are my hero🥰
Thank you. I'll be quoting you in my resume. Happy art to you 😊
I clicked on this, just because of the word "disambiguate."
I have stolen your quote many times. "That's just proof that I'm not crazy" ;D
"i was going to make a video" damn i'll go watch something else then