What is a Height Map?

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  • Опубліковано 21 жов 2024

КОМЕНТАРІ • 37

  • @zaza_ink
    @zaza_ink 3 роки тому +5

    As a college student studying computer animation, these videos are literally god-sent. I so appreciate the brevity and the quick explanations for when I just need a refresher or to grasp a concept in a simple way. I'm not sure why more videos don't exist like this (or why I haven't found them until this point) but I really appreciate your work, man! Thank you for your help in these subjects!

    • @GetLearnt
      @GetLearnt  3 роки тому +1

      Hey, thanks for leaving a comment and super happy to help! I'm glad you're able to rewatch them, I tried to keep them brief for that very reason. I have a whole playlist for these videos on my channel if you haven't checked it out already, Mastering Textures and Tech. Feel free to leave any questions you have, I try to answer when I see them. :)

    • @zaza_ink
      @zaza_ink 3 роки тому

      @@GetLearnt Will do kind sir! I’m working on a project in Substance Painter all month so I’m sure I’ll be furiously combing through your playlists as I go! And I will be sure to ask questions as they come up! Thank you so much!

  • @Officialnorio
    @Officialnorio 3 роки тому +3

    This whole Playlist was actually amazing. I learned a lot :D
    Thank you soo much!
    One question:
    Is there an easy way (or tool) to convert Texture Maps from Metallic-Workflow to Texture Maps from Spec/Glossy-Workflow? I'm using a Software which allows only spec.-wf but a lot of my models only have textures for metallic-wf.

    • @GetLearnt
      @GetLearnt  3 роки тому

      Thanks for checking the whole thing out! I'm thrilled you've found it so helpful, it was a great learning experience for me as well.
      That's a good question! I'm not entirely sure of any real tools that do this easily (there may be some, I'm just unsure). I'd believe that working with any of the Substance products, you will be able to find some functionality to help convert. The problem is that the various maps between these two workflows handle similar properties in very different ways, so I don't think it's always going to be an "apples-to-apples" comparison where you are going to just be able to convert, you may have to go and manually author some maps in your desired workflow from scratch.
      That being said, here is an article from Marmoset that does a pretty good job at explaining the differences between the maps that might help you in knowing what you will need to change if converting by hand! :)
      marmoset.co/posts/pbr-texture-conversion/

    • @Officialnorio
      @Officialnorio 3 роки тому

      @@GetLearnt Thank you soo much :)
      I'll try it out tomorrow and inform you if it worked!

    • @GetLearnt
      @GetLearnt  3 роки тому

      @@Officialnorio Looking forward to it! :)

  • @Sandra-hc4vo
    @Sandra-hc4vo 5 років тому +12

    Thanks I learned a lot! Great job on this ! hope others find it and benefit from it too!

    • @GetLearnt
      @GetLearnt  5 років тому

      Thanks Sandra, I hope so as well! :)

  • @zavok
    @zavok 4 роки тому +5

    thank you so much i learned more here than i ever did at uni

    • @GetLearnt
      @GetLearnt  4 роки тому

      Happy to help out! Unfortunately this kind of stuff really does not get covered in modern education, but the theory is incredibly important in doing our jobs efficiently!

    • @zavok
      @zavok 4 роки тому +1

      @@GetLearnt well they bloody should though my tutors were also just terrible people who exploited students

    • @GetLearnt
      @GetLearnt  4 роки тому

      @@zavok That's rough, game dev is a tough industry to slog thru Uni for. I'll be honest in saying that with a few great online courses and the personal willpower to take the onus of learning onto yourself, one really doesn't need Uni/College to be incredibly prepared for a career in game dev.

    • @zavok
      @zavok 4 роки тому +2

      @@GetLearnt I still got a degree and i always thought that i need a degree to get taken seriously i know that's not always the case and networking can help. I did learn somethings from uni but because of what happened ive not touched 3D for 5 years but now after sorting my mental health out I've come back to teach myself and make use of my degree and I agree you don't really need uni I not just learned more from you and others aswell. Just hope it's not to late being 30 this year

    • @GetLearnt
      @GetLearnt  4 роки тому +1

      @@zavok An accreditation never hurts, don't get me wrong. And truthfully one of the biggest things you get out of an institution is the networks and contacts. So there is still merit to attending beyond just solid tangible skills. It's really a tricky situation to navigate, as it is a real hit or miss education, depending on your geographical location. I'm happy I can share my info freely with you, that's one of the benefits of our industry being digital! And as long as you are dedicated to putting yourself in learning positions, it's never too late. All the best friend, I hope you continue learning! :)

  • @CGDEVANIMATION
    @CGDEVANIMATION 4 роки тому +4

    sir can you cover up the blending modes topic in your next tutorial in substance designer I am really struggling to get it . and wishing you and your family a happy new year.

    • @GetLearnt
      @GetLearnt  4 роки тому +1

      Happy new year to you as well! I've thought about doing videos on breaking down various nodes such as the Blending node, I do think it would be useful. Im not sure when I'll be able to get to it unfortunately but it is something I'd like to cover. In the meantime, Allegorithmic has a page in their online manual entirely dedicated understanding the blending modes, which may be of use to you. :)

  • @weltraumimport
    @weltraumimport 3 роки тому +2

    found out how to avoid artifacting meshes now tysm

  • @jullibarb
    @jullibarb 2 роки тому +1

    Essa playlist é um tesouro. Muito obrigado por ter feito esses vídeos

    • @GetLearnt
      @GetLearnt  2 роки тому +3

      Fico feliz em ajudar! Obrigado por assistir e deixar um comentário. :)

  • @Martial-Mat
    @Martial-Mat 4 роки тому +2

    "Softer in their transitions". Ah I'd never thought of it like that before. I of6ten get artifacting when having to use someone else's low resolution height maps. That makes me think that one solution would be to increase the resolution a few times then use a blur filter to soften the pixel transitions...

    • @GetLearnt
      @GetLearnt  4 роки тому +1

      I know, that's one that often gets me as well! It all depends on what your limitations are. If you are not restricted on space, a higher resolution map is always a nicer option. But sometimes we need to keep the size low so we have to make other ad-hoc fixes. I know when I work in Substance Designer for my materials, I am always blurring my Height map, just to ensure that I don't get those weird jaggies.

    • @Martial-Mat
      @Martial-Mat 4 роки тому +1

      @@GetLearnt Well the great thing about Substance is that you can output height maps as high as 4 or even 8k now, so not a problem, but I have a ton of legacy products stretching back 20 years. The modelling is sound but the maps really really date them. Amazing what we were happy with back then! Fortunately, I don't work in games, so resolution is never an issue.

    • @GetLearnt
      @GetLearnt  4 роки тому

      @@Martial-Mat Ya, that makes things a little bit more difficult. :D Our expectations evolve as our hardware does, it amazes me what we could get away with even 5 years ago!

    • @Martial-Mat
      @Martial-Mat 4 роки тому

      @@GetLearnt Totally.

  • @s1nonim
    @s1nonim 5 місяців тому

    thanks, this is really helpful for my mod development

    • @GetLearnt
      @GetLearnt  5 місяців тому

      Happy to help! ☺️

  • @truviex785
    @truviex785 4 роки тому +1

    Would you mind doing a video on how to do water, snow or any other effect in Marmoset?

    • @GetLearnt
      @GetLearnt  4 роки тому

      I'm definitely not opposed to it! I'm just not sure what you necessarily mean? Just how I would render them?

    • @truviex785
      @truviex785 4 роки тому +1

      @@GetLearnt like how to render and properly place or make them.

    • @GetLearnt
      @GetLearnt  4 роки тому

      @@truviex785 Well I do actually have a series on how to make a snow material in Substance Designer with some melted water and then I take that into Marmoset to render it out. Im not sure if that might be what you would be looking for? :)

    • @truviex785
      @truviex785 4 роки тому +1

      @@GetLearnt I saw that dope video! What I'm wondering about is if you had a small scene and you had falling snow. Or leaves blowing in the wind.

    • @GetLearnt
      @GetLearnt  4 роки тому +2

      @@truviex785 Ahhhhh, gotcha! I've got some ideas for tutorials down the line that involve rendering out smaller scenes and assets, don't you worry! Im unsure when I will be able to get to them as Im busy with school, but I've got you covered for when I do! ;)

  • @lahoucineaabbas2602
    @lahoucineaabbas2602 3 роки тому

    Thanks I learned a lot