dude...what?! I've learned so many things that I didn't even know was possible in just 10 minutes. and ive been using blender for 3 years now. instand subbed that was actually insane!
To make backface culling work in material preview/rendered mode you can also go to the material properties tab and in the settings drop down check "Backface Culling". Although this method would not allow for light to come into the room from the outside, just view the inside.
Dude you saved my blender life!! Holy shit, this video deserves waaaaayyy more views! An actually helpful video regarding hdris. Thank you very much!!!
It's great to see a tutorial like this that covers a way to do something in Blender that I have never known how to do even though I have been using Blender since 2.26, way back in 2003. Just one tip: Generally you get better results when you set the bump strength to 1 and vary the distance setting. There are probably uses for higher strength settings but I have never seen it look as good if I set it above 1.
Thanks for the great tip! Funny that you mentioned it because I just discovered that while doing this video and actually used it in that way on the second example there in a video.
This guy grabbed a like from me in the first minute of the video itself with the floating already line, nice sense of humour u got there bro😂 How come no one else has ever made a video on this before? Is it because this isn't possible in previous versions of blender & only ver4.0 can help with it? I mean like this so sick man! Plz do make more videos like these
Hah, thanks! This has been possible in blender since forever. I was really surprised also how poorly this has been covered in UA-cam and kinda tried to bring it up in intro :)
Really nice technique! For the interior instead of adding light you can use the same HDRI as emission right? at the end that is the whole thing about HDRI
You can definately do that. Cycles just like more physical lights than mesh lights. So you can get faster render times with those, and maybe also less fireflies. That's why I chose to do it this way, but you can of course do it either way.
Man, I'm just shocked and perplexed. I never thought you could use an HDRI map in this way, I came across many tutorials with techniques for creating realistic environments, blocking, camera projection, mixing PBR materials with real-life photos and many other things. How did you arrive at this result, like how did you think you could use the hdri map in this way?? Simply incredible, I loved your video Btw, great choice of thumb and introduction
It is not first time somebody is using this technic. There is add-on designed specifically for it even though the resulted mesh created with Blender is later used with 360 virtual tour platform called KRPano. That's the only purpose it has been created for. The add-on is called PanoCam and costs about 10 euros. It is much harder to use though but I guess it is all about learning anyway. The method shown here is much easier than the add-on.
It is actually not such a new thing, like in Twinmotion it's a built-in feature. Thought I must admit it's the first time I see someone doing it in Blender and this guy is the first one to break it down how it works. Gorgeous tutorial
Everyone one is talking about after 1 minute of the video for his tutorial but starting 1 minute creativity and last transition into blender was amazing 🤣🤣🤣🤣
great tutorial:) I would add one thing tho. The point of HDRIs is in the name, High Dynamic Range. The texture carries light values higher than 0-1. By using the texture as emmisive, we throw this information away (I think, I concluded this from a project more than a year ago, so it is possible this changed). I like the trick with the sun but I would try using the hdri as an enviroment texture as well as the dome texture to get the full benefits of an hdri. I use this method quite often in Unreal Engine and find it very useful.
How come you only have this many subs?? This is very efficient & high quality, no random cuts or flashy attention seeker edits :D (OK maybe except the intro lol)
Holy shit!!! That was crazy. I had no idea this was possible. Appreciate you teaching us, you did a great job explaining so all levels would understand. Peace and blessings upon you and your family. ❤
11:57 - "And why does it look like that?" Me 99% of the time using Blender, and then spending 900 hours freaking out until I find the simple mistake and facepalm. Hard. With a piece of furniture. Or a vehicle. LOL! Amazing tutorial, and sooooo helpful! Thank you!
Thank you! I didn't know HDRIs can be hacked this way, it is so cool and simple. definitely trying this instead of making heavy environment files haha.
tip for the first one: if you don't have a great gpu you can set the shader to "emission" instead of "principled" and it will be near real time while you edit the cube.
As others have said - this is an amazing technique and a really well put together turorial. I'd love to see more from you (or even a paid course - because the content would be well worth it IMO) Would you be able to share your Cycles render settings and system spec? Your viewer seems wayyyyyyy faster than mine. I have a fairly decent system and was just curious how you had optimized stuff in the viewer render for cycles.
Great video! Did you consider using the HDRI texture as an emission map instead? That way you would probably also get very realistic lighting without having to manually place area lights for the windows and so on.
Thanks! If we talk about the interior scene, using the texture as emission map wouldn't really work because if your wall is emitting then you wouldn't get any shadows on it. We could isolate only the bright windows from the texture tho with some color ramp and math node magic and use those as an emission but I think the difference would be so minimal and cycles likes more physical lights than mesh lights so I don't think its worth it. If we talked about the exterior scene, there I actually used the sky from the hdri to emit the light to scene.
Great tutorial! For the exterior setup, I'm having trouble with the blend between the diffuse shader and the emission shader. It seems to always be a fairly hard line, and using the color ramp seems to only allow it to be sharper. Is there a way to let me feather the matte more?
Thanks. In that case you might want to scale it from the mapping node on z-axis or use math node after the separate xyz node and set it to multiply or divide and play with the value slider.
This is brilliant. How Accurate are the dimensions of the final space? Could this be considered a simplified type of photogrammetry technique? You're still working with optical data so it shouldn't be that off.
"Hope you learned something" dude this entire video is a masterclass
lol
Truth absolute knowledge bomb dropped hahahaha
"Hope you've learned something." Bro, that was a treasure trove of knowledge!
Facts
Intro is pure class mate!
we like poo
Let's cut the crap ✂️
Nah, it’s just post millennial crappy humor.
Made my day
@@Ponk_80 haha CRAPPY humor ba dum tsssss
It is always when I am eating. I tried to mitigate the chances watching blender tutorials. Looks like it is fate.
Finally an HDRI tutorial that I didn't know I needed! So happy, keep it up man!🎉
Nice one! It works with the Lecagy EEVEE also, you just have to set the Blend mode from Opaque to Alpha Blend from the material settings.
Cool, okay good to know. I'm so unexperienced with eevee.
but alpha blend just goes 1 or 0 gradient dont work. More realistic is alpha hashed but added noise
Ahhhh mate thanks SO much for sharing this.
It was driving me nuts trying to get the same results in Eevee.
OMG!!! I HAVE NEVER EVER SEEN A TUTORIAL LIKE THIS. KEEP IT UP MAN. LOVED THE TUTORIAL ♥♥
dude...what?! I've learned so many things that I didn't even know was possible in just 10 minutes. and ive been using blender for 3 years now. instand subbed that was actually insane!
To make backface culling work in material preview/rendered mode you can also go to the material properties tab and in the settings drop down check "Backface Culling". Although this method would not allow for light to come into the room from the outside, just view the inside.
this comment
Master! I could fastly solve that , thank youuuu
u just helped a homie out, thanks!!
Dude you saved my blender life!! Holy shit, this video deserves waaaaayyy more views! An actually helpful video regarding hdris. Thank you very much!!!
This is a wonderful, inspiring tutorial. I've worked in Blender for about five years and this one is a revelation!
Cool. The HDRI Maker add-on does this too. Thanks for the tutorial
It's great to see a tutorial like this that covers a way to do something in Blender that I have never known how to do even though I have been using Blender since 2.26, way back in 2003. Just one tip: Generally you get better results when you set the bump strength to 1 and vary the distance setting. There are probably uses for higher strength settings but I have never seen it look as good if I set it above 1.
Thanks for the great tip! Funny that you mentioned it because I just discovered that while doing this video and actually used it in that way on the second example there in a video.
This guy grabbed a like from me in the first minute of the video itself with the floating already line, nice sense of humour u got there bro😂
How come no one else has ever made a video on this before? Is it because this isn't possible in previous versions of blender & only ver4.0 can help with it?
I mean like this so sick man! Plz do make more videos like these
Hah, thanks! This has been possible in blender since forever. I was really surprised also how poorly this has been covered in UA-cam and kinda tried to bring it up in intro :)
this video is a gem! thank you !! guys do not skip, watch every seconds of it you will learn many..trust me!!
you're the man! that's so awesome! but I didn't see the 2 eevee renderers. it's only 1 also in 4.1
Finally a great use for the default cube! Thanks!
This is absolutely freaking Genius.... I have been thinking about something like this but couldn't figure out a way to actually do it. LOL good work.
Ohhh That's Great
mene bht try kiya mujhse ni ho raha Please Sir help
DUDE THIS IS WHAT IM LOKING FOR FROM YEARS AGO !!
THANK YOU SOOOOO MUCH
this was simple and down to the core of the subject. well done!
I'm easily amazed by things I can't understand... and I gotta say my mind is blown right about now
tried this out, my hdri had some slanted walls but i scaled the ceiling and it came out perfect, thanks for the video
one of the best tutorials i've seen
wow I have never seen this technique or even thought about this concept before. Great tutorial!
Your Tutorial was like apple products at first I didn't know I need it but now I got hooked
Absolute gold. Lovely intro, great pacing, interesting content. Thank you! Liked and subbed
Really nice technique! For the interior instead of adding light you can use the same HDRI as emission right? at the end that is the whole thing about HDRI
You can definately do that. Cycles just like more physical lights than mesh lights. So you can get faster render times with those, and maybe also less fireflies. That's why I chose to do it this way, but you can of course do it either way.
@@tomiviitanen Perfect!
Tip: If you have any objects in the middle of your HDRI scene that look flat, using photoshop generative fill to remove them.
this video is gonna blow up in blender community
Kudos! This is the best HDRI 3D environment mapping I've seen! Thank you, TV!
the best blender tuto ever, i never knew that we can do that in blender
Man, I'm just shocked and perplexed. I never thought you could use an HDRI map in this way, I came across many tutorials with techniques for creating realistic environments, blocking, camera projection, mixing PBR materials with real-life photos and many other things. How did you arrive at this result, like how did you think you could use the hdri map in this way?? Simply incredible, I loved your video
Btw, great choice of thumb and introduction
It is not first time somebody is using this technic. There is add-on designed specifically for it even though the resulted mesh created with Blender is later used with 360 virtual tour platform called KRPano. That's the only purpose it has been created for. The add-on is called PanoCam and costs about 10 euros. It is much harder to use though but I guess it is all about learning anyway. The method shown here is much easier than the add-on.
It is actually not such a new thing, like in Twinmotion it's a built-in feature.
Thought I must admit it's the first time I see someone doing it in Blender and this guy is the first one to break it down how it works. Gorgeous tutorial
Everyone one is talking about after 1 minute of the video for his tutorial but starting 1 minute creativity and last transition into blender was amazing 🤣🤣🤣🤣
Wait, what? You can actually use the default cube?!? Mind Blown!!!
This is a classic. Never seen a video like this on UA-cam!! So glad I clicked on!!!
Because u didn't delete the default cube, I subbed!
SO amazing Tomi! You should make a downloadable extension that does that, that would be really cool!
I actually learnt more than HDRi from this video.
Erinomainen tuto! Intro oli ihan loistava! Mainioita käytännön esimerkkejä HDR taustojen käytöstä. Tätä täytyy testata!
Moikka Olli! Kiitos, kiva kuulla. Oon myös eksynyt sun kanavalle joskus katteleen erinomaista gaussian splättäysmatskua.
this is the best video on youtube. congrats if you're here
i watched many tutorials regarding this but your style to explain is awesome😍😍
This is a really good technique, wow
The best tutorial i've ever seen😮
No perkele, siit on pakko olla joku 11 kk aikaa ku viimeks yritin just tätä selvittää, mut sillon en vielä löytäny selkeetä infoo mistään. KIITOS! 😍
I love your humour. Merci pour ce travail, je m’abonne 🎉
For modeling the cube just switch the environment texture to the emission slot, use material preview and save yourself a headache.
Listen this guy! If I would make the video again, I would definitely include this tip.
great tutorial:) I would add one thing tho. The point of HDRIs is in the name, High Dynamic Range. The texture carries light values higher than 0-1. By using the texture as emmisive, we throw this information away (I think, I concluded this from a project more than a year ago, so it is possible this changed). I like the trick with the sun but I would try using the hdri as an enviroment texture as well as the dome texture to get the full benefits of an hdri. I use this method quite often in Unreal Engine and find it very useful.
makes all other tutorials I have seen so far appear like beginner tutorials for beginners, from beginners.
I've always wondered how to do it, thank you!
one of the best blender tutorial i've ever seen . Thanks
Totally new and interesting methods. I'm curious to know did you figure this out yourself?
yo this channel is incredible, every video makes you learn more than every masterclass
Ok I'm going to reconstruct my head it just exploded!! WOW this is beyond awesome. Thank you very much!!!!!!!
Man, I have been using HDRIs the wrong way for so long, this is much better! Thanks for this tutorial!
How come you only have this many subs??
This is very efficient & high quality, no random cuts or flashy attention seeker edits :D
(OK maybe except the intro lol)
Amazing video! Where can we buy the project?
The intro is a high level ❤😂
😱 That's some magic there! Never considered this to be possible.
Holy shit!!! That was crazy. I had no idea this was possible. Appreciate you teaching us, you did a great job explaining so all levels would understand. Peace and blessings upon you and your family. ❤
Вы лучший! Спасибо за очень ценные знания!
This tutorial is pure gold. Thanks a lot.
"Hope you learned something", bro said this after unlocked a new complete new way to use blender
I've been trying to do the same thing for years.... i've learnt something HUGE today !!! Thx thx thx Tomi
Great tutorial! One question on the exterior scene: Is the second material slot needed if the first material is blending emission and diffuse anyway?
That was one f the best, most useful tutorials I have ever seen. Thank you!
Omg, your video is super helpful, thank god UA-cam recommended it, so thankful to you bro.... I watch it three times for complete understanding.
I didn't know this channel until now. Really funny start of the video. Instant sub! 🙂
Woah! Looks like some magic)) Kudos for incredible intro💙
11:57 - "And why does it look like that?"
Me 99% of the time using Blender, and then spending 900 hours freaking out until I find the simple mistake and facepalm. Hard. With a piece of furniture. Or a vehicle. LOL!
Amazing tutorial, and sooooo helpful! Thank you!
Thank you! I didn't know HDRIs can be hacked this way, it is so cool and simple. definitely trying this instead of making heavy environment files haha.
I've been trying to do this for years. Thank you for sharing.
Nah this guy is so underrated.
tip for the first one: if you don't have a great gpu you can set the shader to "emission" instead of "principled" and it will be near real time while you edit the cube.
Good point
Tomi, this is excellent!! I learned something new and very valuable. Thank you for your efforts and teaching. Cheers!
As others have said - this is an amazing technique and a really well put together turorial. I'd love to see more from you (or even a paid course - because the content would be well worth it IMO)
Would you be able to share your Cycles render settings and system spec? Your viewer seems wayyyyyyy faster than mine. I have a fairly decent system and was just curious how you had optimized stuff in the viewer render for cycles.
The best video on the subject, period! I keep coming back to it :D
Incredible work! Loved the introduction lol
Great video! Did you consider using the HDRI texture as an emission map instead? That way you would probably also get very realistic lighting without having to manually place area lights for the windows and so on.
Thanks! If we talk about the interior scene, using the texture as emission map wouldn't really work because if your wall is emitting then you wouldn't get any shadows on it. We could isolate only the bright windows from the texture tho with some color ramp and math node magic and use those as an emission but I think the difference would be so minimal and cycles likes more physical lights than mesh lights so I don't think its worth it.
If we talked about the exterior scene, there I actually used the sky from the hdri to emit the light to scene.
@@tomiviitanen Yep, I meant the interior scene. But you are right that casting shadows becomes problematic. 👍
Best tutorial i have seen ever
that is an awesome tutorial thank you can you make about how did you make object rotating with each other
Brother's voice sounds kinda like Kim Kitsuragi's from Disco Elysium. Great tutorial, thank you for your work!
bro , i am searching this for months , thank u for sharing this. subscribed immediately guru
This was fantastic. Thank you very much for the tutorial. Looking forward to seeing your next ones :)
By the way, elephant manure is great fertilizer. But the video is great, and thanks for saving the default cube.
A nice and quick method. I used addon HDRI Maker before in this case.
Absolutely life changing. Thank you!
Amazing technique. Love this.
This is sooo useful 😢 thx and i love how much detail you put on that poop
fantastic great to see your wisdom on these approaches really helpful to know these
Best intro ever! Bel lavoro!
what an amazing intro
Thats the best blender tutorial a ever seen , you do a pretty good job :)
This tutorial I’m waiting for a longgggg time🎉
Great tutorial! For the exterior setup, I'm having trouble with the blend between the diffuse shader and the emission shader. It seems to always be a fairly hard line, and using the color ramp seems to only allow it to be sharper. Is there a way to let me feather the matte more?
Thanks. In that case you might want to scale it from the mapping node on z-axis or use math node after the separate xyz node and set it to multiply or divide and play with the value slider.
whoo never thought abozt that. brilliant. thank you for sharing with us!
that intro got me to sub, well done!
Thank you so much, Very simple and easy to follow tutorial.
This is brilliant. How Accurate are the dimensions of the final space? Could this be considered a simplified type of photogrammetry technique? You're still working with optical data so it shouldn't be that off.
Can’t wait for the next tutorial!