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These are the user uploaded subtitles that are being translated: 1 00:00:10,400 --> 00:00:12,533 in this tutorial I'm going to show you how 2 00:00:12,533 --> 00:00:16,500 to use displacement textures in Maya with redshift 3 00:00:16,500 --> 00:00:20,000 displacements in Maya uses a texture 4 00:00:20,000 --> 00:00:22,966 either a grayscale height map or a vector image 5 00:00:22,966 --> 00:00:25,466 and then hooked up through a material 6 00:00:25,466 --> 00:00:27,900 it will displace or modify your object 7 00:00:27,900 --> 00:00:30,966 geometry based on those values within the texture 8 00:00:31,100 --> 00:00:34,333 and you can use displacements to very quickly create 9 00:00:34,533 --> 00:00:35,733 detailed geometry 10 00:00:35,733 --> 00:00:38,166 without having to actually model it or sculpt it 11 00:00:38,266 --> 00:00:40,466 so here is how to quickly 12 00:00:40,466 --> 00:00:43,533 set up your material in redshift and begin to render 13 00:00:43,533 --> 00:00:44,700 using displacements 14 00:00:44,700 --> 00:00:48,733 here is an example of a height map displacement 15 00:00:48,766 --> 00:00:49,666 what it looks like 16 00:00:49,933 --> 00:00:51,133 a grayscale texture 17 00:00:51,133 --> 00:00:51,966 that will use black 18 00:00:51,966 --> 00:00:53,933 and white values and ranges in between 19 00:00:54,066 --> 00:00:55,566 to displace your geometry 20 00:00:55,566 --> 00:00:56,933 and here's another one 21 00:00:57,066 --> 00:00:59,200 so just to give you an idea of what they look like 22 00:00:59,400 --> 00:01:01,966 and I got these textures from textures 23 00:01:01,966 --> 00:01:04,600 com so just to give credit where I got them 24 00:01:04,600 --> 00:01:06,766 so we're going to use this one as an example 25 00:01:06,800 --> 00:01:08,666 to begin to display our geometry 26 00:01:08,700 --> 00:01:11,733 and I also have an albedo and a roughness along with it 27 00:01:11,800 --> 00:01:14,066 so I'll hook them up later to complete the material 28 00:01:14,066 --> 00:01:17,700 so what I have here is a simple scene setup 29 00:01:17,766 --> 00:01:19,166 just so you know what I'm using 30 00:01:19,266 --> 00:01:20,400 I have a Dom light 31 00:01:20,400 --> 00:01:21,533 a wretch of Dom light 32 00:01:21,666 --> 00:01:24,700 with an HDR image assigned to it for lighting 33 00:01:24,700 --> 00:01:26,866 if you want more on how I set this up 34 00:01:26,866 --> 00:01:27,933 and how to use one 35 00:01:27,933 --> 00:01:28,900 I have a tutorial 36 00:01:28,900 --> 00:01:31,700 on how to set up HDRI base lighting 37 00:01:31,700 --> 00:01:33,400 and then I have a simple plane 38 00:01:33,400 --> 00:01:34,166 and the only thing 39 00:01:34,166 --> 00:01:36,666 I did to it is I've changed the size 40 00:01:36,666 --> 00:01:37,466 width and height 41 00:01:37,500 --> 00:01:39,066 to 500 units 42 00:01:39,066 --> 00:01:41,766 and I've left subdivision width and height to 10 43 00:01:41,766 --> 00:01:43,133 which is the default 44 00:01:43,133 --> 00:01:45,166 so I've just made this plane larger 45 00:01:45,166 --> 00:01:46,266 and this is going to matter 46 00:01:46,266 --> 00:01:48,200 when we begin to adjust some properties 47 00:01:48,200 --> 00:01:49,200 for displacements 48 00:01:49,200 --> 00:01:51,733 so right now I have nothing else inside the scene 49 00:01:51,733 --> 00:01:53,966 and I have a limbered material applied out to it 50 00:01:53,966 --> 00:01:55,900 so if I go ahead and do a quick render 51 00:01:55,900 --> 00:01:57,933 let me bring it over here and do a quick render 52 00:01:58,100 --> 00:01:59,200 here's what it looks like 53 00:01:59,366 --> 00:02:02,466 so let's go ahead and set up our redshift material 54 00:02:02,466 --> 00:02:04,066 going to go open up half a shade 55 00:02:04,166 --> 00:02:05,066 and we're going to 56 00:02:05,100 --> 00:02:07,100 create a whole new redshift material 57 00:02:07,100 --> 00:02:08,100 go to redshift 58 00:02:08,566 --> 00:02:09,866 redshift material 59 00:02:11,533 --> 00:02:13,600 and let's go ahead and name it really quick 60 00:02:13,600 --> 00:02:15,066 so I know what to apply 61 00:02:15,100 --> 00:02:18,500 redshift RS and displacement 62 00:02:19,566 --> 00:02:21,533 and of course you can name this anything you want 63 00:02:21,666 --> 00:02:23,400 so again the first things I go 64 00:02:23,400 --> 00:02:25,266 through when I set up a redshift material 65 00:02:25,266 --> 00:02:26,700 for metalness workflow 66 00:02:26,766 --> 00:02:29,366 is I change BRDF to GGX 67 00:02:29,466 --> 00:02:31,566 and frontal type to metalness 68 00:02:32,300 --> 00:02:35,700 alright and the first thing for displacement textures 69 00:02:35,700 --> 00:02:37,200 and the only thing you need 70 00:02:37,566 --> 00:02:40,566 is a redshift displacement node 71 00:02:40,566 --> 00:02:43,166 you don't even need to adjust or input any other map 72 00:02:43,166 --> 00:02:46,066 we can just simply start off with that texture 73 00:02:46,066 --> 00:02:47,400 with the displacement texture 74 00:02:47,400 --> 00:02:49,200 so if you take a look at this material 75 00:02:49,200 --> 00:02:51,466 the material shader group 76 00:02:53,200 --> 00:02:55,766 this is where we would plug in our 77 00:02:55,766 --> 00:02:57,200 displacement node right here 78 00:02:57,200 --> 00:02:58,700 into the displacement shader 79 00:02:58,800 --> 00:03:00,900 so there's only one difference that 80 00:03:01,133 --> 00:03:03,766 if you've watched all the tutorials in the series 81 00:03:03,766 --> 00:03:04,800 we had to 82 00:03:04,866 --> 00:03:07,500 use all the textures and plug them in right here 83 00:03:08,266 --> 00:03:11,533 and our displacement node will now go into here 84 00:03:11,666 --> 00:03:13,866 so let's go ahead and insert that node 85 00:03:13,966 --> 00:03:15,300 in this Graph Editor 86 00:03:15,300 --> 00:03:18,333 hit tab and search for displacement 87 00:03:19,466 --> 00:03:23,400 and the one you need is this redshift displacement node 88 00:03:24,266 --> 00:03:25,333 go ahead insert it 89 00:03:26,900 --> 00:03:29,100 and take the output 90 00:03:29,466 --> 00:03:30,933 left click hold and drag 91 00:03:31,300 --> 00:03:34,300 and connect it into this placement shader input 92 00:03:34,866 --> 00:03:36,966 and our node is now connected 93 00:03:37,300 --> 00:03:38,666 if you select this node 94 00:03:39,133 --> 00:03:43,600 we have a property for a texture map to assign 95 00:03:43,933 --> 00:03:45,466 so let's go ahead and assign it now 96 00:03:46,000 --> 00:03:46,866 I already have those 97 00:03:46,866 --> 00:03:49,700 textures inside the Source Images folder on my project 98 00:03:50,066 --> 00:03:51,666 so I'm going to click on this checkerbox 99 00:03:52,466 --> 00:03:54,933 go to file and then under image name 100 00:03:55,000 --> 00:03:57,266 let's go ahead and click on this folder icon 101 00:03:57,366 --> 00:03:59,400 and off screen it's already 102 00:03:59,500 --> 00:04:00,766 put me in the source images folder 103 00:04:00,766 --> 00:04:02,933 I'm just going to sign one of the textures that I have 104 00:04:02,933 --> 00:04:05,333 and it's going to be that height map that I showed you 105 00:04:05,366 --> 00:04:06,900 it's going to be this one right here 106 00:04:07,866 --> 00:04:09,666 everything else will stay default 107 00:04:09,666 --> 00:04:11,500 we don't need to change anything here 108 00:04:11,500 --> 00:04:13,866 let's go back into the RS displacement node 109 00:04:13,866 --> 00:04:15,200 and again 110 00:04:15,200 --> 00:04:17,266 here we're also not going to change anything 111 00:04:17,266 --> 00:04:19,066 other than I'm going to point out a few things 112 00:04:19,100 --> 00:04:20,466 you have map encoding 113 00:04:20,466 --> 00:04:22,466 there are two types of displacement textures 114 00:04:22,466 --> 00:04:23,933 you can use height field 115 00:04:23,933 --> 00:04:25,800 which is the one that we are using 116 00:04:25,800 --> 00:04:27,300 the height map the grayscale 117 00:04:27,366 --> 00:04:28,800 and there's also a vector one 118 00:04:28,966 --> 00:04:30,533 now I haven't used this one before 119 00:04:30,533 --> 00:04:31,933 but I've used the height field one 120 00:04:31,933 --> 00:04:33,100 that's the one I'm gonna stick with 121 00:04:33,100 --> 00:04:35,200 and that's the most common one they usually find 122 00:04:35,200 --> 00:04:37,566 or use so now let's go ahead and 123 00:04:37,700 --> 00:04:40,300 apply this material onto that flat plane 124 00:04:44,400 --> 00:04:45,133 select it 125 00:04:45,133 --> 00:04:47,800 right click hold and let's assign existing material 126 00:04:47,800 --> 00:04:50,500 displacement and let's go ahead and do a render 127 00:04:50,500 --> 00:04:52,266 I'm going to go ahead and enable IPR 128 00:04:53,000 --> 00:04:54,700 and nothing is happening 129 00:04:54,733 --> 00:04:56,466 the material is on there but 130 00:04:56,733 --> 00:04:58,400 it's not displacing the geometry 131 00:04:58,400 --> 00:05:00,366 so what you need to do is 132 00:05:00,766 --> 00:05:02,666 enable a few properties 133 00:05:02,733 --> 00:05:04,866 on the object level for 134 00:05:04,933 --> 00:05:05,966 that plane or for the 135 00:05:05,966 --> 00:05:07,933 object or for the mesh that you are using 136 00:05:07,933 --> 00:05:09,000 to tessellate 137 00:05:09,000 --> 00:05:10,533 and then to displace 138 00:05:10,533 --> 00:05:12,200 so if you select your object 139 00:05:12,366 --> 00:05:13,966 and you go to Attribute Editor 140 00:05:14,300 --> 00:05:16,200 and you go to tessellation tab 141 00:05:16,400 --> 00:05:18,600 and it's actually going to be found right here 142 00:05:18,733 --> 00:05:19,800 under redshift 143 00:05:20,700 --> 00:05:24,566 open that up and then you have two properties two more 144 00:05:24,866 --> 00:05:26,966 tabs to open up tessellation 145 00:05:27,566 --> 00:05:28,600 and displacement 146 00:05:29,733 --> 00:05:32,666 so again this is going to be on an object level for 147 00:05:32,733 --> 00:05:35,133 your mesh inatribute editor 148 00:05:35,566 --> 00:05:37,766 into inside the ratchet tab 149 00:05:38,933 --> 00:05:41,300 and you need to enable tessellation 150 00:05:41,666 --> 00:05:44,266 this will desolate and add 151 00:05:44,400 --> 00:05:48,166 additional geometry onto your object at rendertime 152 00:05:48,333 --> 00:05:50,700 so this would adds the extra g 0 153 00:05:50,700 --> 00:05:51,966 and then the displacement 154 00:05:51,966 --> 00:05:53,566 go ahead enable this as well 155 00:05:54,100 --> 00:05:57,966 and that is the texture that we are using in order to 156 00:05:58,000 --> 00:05:59,333 displace the geometry 157 00:05:59,333 --> 00:06:00,800 and these two work together 158 00:06:00,800 --> 00:06:02,300 so we have to enable them both 159 00:06:02,400 --> 00:06:05,000 one enables the texture use of the height map 160 00:06:05,000 --> 00:06:06,566 and the other one begins to tessellate your 161 00:06:06,566 --> 00:06:07,800 geometry at run the time 162 00:06:07,800 --> 00:06:10,000 and you can see already is beginning to come through 163 00:06:10,300 --> 00:06:11,200 now I'm just going to 164 00:06:11,200 --> 00:06:13,366 quickly rotate this so we can see it better 165 00:06:13,366 --> 00:06:15,933 so I'm going to go ahead E Alt J 166 00:06:16,766 --> 00:06:17,866 rotate snap 167 00:06:17,866 --> 00:06:19,900 so this way the textures just point in the right 168 00:06:19,900 --> 00:06:20,700 direction 169 00:06:21,400 --> 00:06:22,666 just so we can see it better 170 00:06:23,800 --> 00:06:26,500 so it's not as strong as we want it 171 00:06:26,700 --> 00:06:28,000 but it is coming through 172 00:06:28,500 --> 00:06:31,266 so the first property that you need to adjust 173 00:06:31,366 --> 00:06:33,966 in order for it to begin to displace a lot further 174 00:06:34,066 --> 00:06:36,166 is under displacement and is going to be 175 00:06:36,400 --> 00:06:37,766 maximum displacement 176 00:06:38,100 --> 00:06:39,533 and displacement scale 177 00:06:39,533 --> 00:06:39,866 now 178 00:06:39,866 --> 00:06:43,100 usually you don't need to adjust these values as much 179 00:06:43,100 --> 00:06:46,066 if you're using very small size objects 180 00:06:46,100 --> 00:06:48,400 but because I've sized my plane 181 00:06:48,500 --> 00:06:50,500 very high to 500 units 182 00:06:50,500 --> 00:06:52,766 I'm gonna need to increase these values 183 00:06:52,766 --> 00:06:55,200 and I'll show you what it would look like on an actual 184 00:06:55,466 --> 00:06:57,600 plane first so let me actually do that now 185 00:06:58,166 --> 00:07:01,800 if I create a simple plan and I don't size it up 186 00:07:05,333 --> 00:07:07,466 and let me just get it framed in 187 00:07:07,533 --> 00:07:08,766 so here's what it looks like 188 00:07:08,800 --> 00:07:11,066 if I apply my material on to this 189 00:07:11,266 --> 00:07:12,200 default plane 190 00:07:14,800 --> 00:07:15,933 and then select that plane 191 00:07:15,933 --> 00:07:17,100 and again we need to 192 00:07:17,333 --> 00:07:19,600 enable the same properties because it's a different 193 00:07:19,600 --> 00:07:22,300 object now so I'm going to go into the attribute editor 194 00:07:22,466 --> 00:07:24,466 redshift enable testellation 195 00:07:24,700 --> 00:07:26,133 and enable displacement 196 00:07:26,366 --> 00:07:28,066 and you can see it's already working 197 00:07:30,166 --> 00:07:31,800 so these values work 198 00:07:32,000 --> 00:07:33,566 based on the level 199 00:07:33,600 --> 00:07:36,000 of scale that you have for the object 200 00:07:36,200 --> 00:07:39,333 and it's not very intense for our larger plane 201 00:07:39,566 --> 00:07:42,500 because it's a large size scale of the object 202 00:07:42,500 --> 00:07:44,466 so you can see it's already actually working 203 00:07:44,500 --> 00:07:46,733 so for the other object what I need to do 204 00:07:47,533 --> 00:07:50,333 or actually if you were just using the default 205 00:07:50,333 --> 00:07:52,866 sizes you just need to lower these values 206 00:07:52,866 --> 00:07:55,366 so just for example since we're here 207 00:07:55,566 --> 00:07:57,266 I will lower 2.5 208 00:07:57,733 --> 00:07:59,933 and probably just stick with the displacement scale 209 00:08:01,366 --> 00:08:03,866 and you can begin to see it coming through 210 00:08:03,900 --> 00:08:05,900 it's kind of hard to tell because of the lighting 211 00:08:05,900 --> 00:08:08,166 but it is beginning to displace my geometry 212 00:08:08,200 --> 00:08:09,300 based on the texture 213 00:08:09,566 --> 00:08:12,166 now I'm going to go ahead and disable this and 214 00:08:12,300 --> 00:08:13,566 actually just delete it 215 00:08:13,700 --> 00:08:15,900 and come back to my larger scale plane 216 00:08:16,400 --> 00:08:18,266 so for this particular one 217 00:08:18,800 --> 00:08:20,766 I'm going to come back into the attribute editor 218 00:08:21,066 --> 00:08:23,533 and we just need to increase these values 219 00:08:23,566 --> 00:08:25,133 in order to match up 220 00:08:25,266 --> 00:08:27,133 to the scale of our plane 221 00:08:27,500 --> 00:08:28,333 this is the first value 222 00:08:28,333 --> 00:08:30,366 I would adjust as the displacement scale 223 00:08:30,366 --> 00:08:32,400 so let me increase it all the way up to 25 224 00:08:32,700 --> 00:08:34,300 and it's going to begin to displace 225 00:08:34,400 --> 00:08:36,500 now it's not going to be as strong again because 226 00:08:36,600 --> 00:08:39,366 my maximum displacement is back down to 1 227 00:08:39,533 --> 00:08:41,533 so if you need to increase these values 228 00:08:41,533 --> 00:08:42,500 to a higher number 229 00:08:42,533 --> 00:08:44,600 you will just increase them pretty much together 230 00:08:44,900 --> 00:08:45,933 so one will 231 00:08:45,933 --> 00:08:48,333 increase the displacement scale of the texture 232 00:08:48,466 --> 00:08:50,800 and the other one actually pushes out 233 00:08:50,900 --> 00:08:52,933 and sets the maximum displacement 234 00:08:53,066 --> 00:08:54,200 for that texture 235 00:08:54,266 --> 00:08:55,800 so if I go ahead and take a look at the side 236 00:08:55,800 --> 00:08:56,866 you can already see 237 00:08:56,900 --> 00:08:58,300 it's beginning to displace it 238 00:08:58,300 --> 00:09:00,466 so let me go higher let me go 50 239 00:09:01,900 --> 00:09:02,933 and 50 240 00:09:03,666 --> 00:09:05,500 and I'm going to go ahead zoom in a little closer 241 00:09:05,933 --> 00:09:08,166 so here we're using this texture right here 242 00:09:08,266 --> 00:09:10,766 it's using the values of black and white and grayscale 243 00:09:10,766 --> 00:09:12,400 and it's beginning to 244 00:09:12,500 --> 00:09:14,933 displace our geometry on that fly plane 245 00:09:15,333 --> 00:09:17,766 so our flat plane is still low poly 246 00:09:18,133 --> 00:09:19,333 but at render time 247 00:09:19,400 --> 00:09:22,333 it's tessellating and beginning to displace it 248 00:09:22,466 --> 00:09:25,500 so again these two values work pretty much together 249 00:09:25,500 --> 00:09:29,300 if you have to scale your objects to a higher value 250 00:09:29,466 --> 00:09:30,733 higher size in units 251 00:09:30,733 --> 00:09:32,533 so you just increase these two numbers 252 00:09:32,533 --> 00:09:35,366 otherwise if they are just default sizes then you just 253 00:09:35,566 --> 00:09:36,000 work 254 00:09:36,000 --> 00:09:39,133 with the lower values for each of the displacements 255 00:09:39,133 --> 00:09:41,266 you also have enable auto bump mapping 256 00:09:41,333 --> 00:09:43,600 this is usually always on I don't change it 257 00:09:43,766 --> 00:09:44,866 but basically this 258 00:09:45,100 --> 00:09:46,666 enables you to have 259 00:09:46,666 --> 00:09:48,366 that surface detail that you 260 00:09:48,366 --> 00:09:49,933 usually get through in normal map 261 00:09:49,933 --> 00:09:52,500 but for displacements that has just on and off 262 00:09:52,700 --> 00:09:54,466 and it gives you that extra detail 263 00:09:54,466 --> 00:09:56,333 on an object that surface detail 264 00:09:56,333 --> 00:09:57,733 and the other property 265 00:09:57,733 --> 00:10:00,266 that you may want to tweak depending on the object 266 00:10:00,366 --> 00:10:01,866 is the maximum subdivision 267 00:10:01,866 --> 00:10:04,600 and this is what tessellates your geometry 268 00:10:04,600 --> 00:10:05,566 at render time 269 00:10:05,566 --> 00:10:09,066 so this is the amount of quads that it tessellates 270 00:10:09,066 --> 00:10:10,133 when you render 271 00:10:10,133 --> 00:10:11,733 so default of X is good 272 00:10:11,966 --> 00:10:14,300 if you needed to lower for performance reasons 273 00:10:14,333 --> 00:10:15,766 maybe you go down to 4 274 00:10:15,933 --> 00:10:17,400 if you go down too low 275 00:10:17,533 --> 00:10:20,200 you may not have sufficient geometry to tessellate 276 00:10:22,300 --> 00:10:23,566 so 6 is usually good 277 00:10:23,566 --> 00:10:25,066 but sometimes you may need to lower it 278 00:10:25,066 --> 00:10:26,966 depending on how heavy your seam is 279 00:10:27,066 --> 00:10:27,733 and then you have 280 00:10:27,733 --> 00:10:29,666 you do have a few more other options 281 00:10:29,666 --> 00:10:30,666 as well as the minimum 282 00:10:30,666 --> 00:10:32,866 edge length this can often be tweaked 283 00:10:33,666 --> 00:10:35,966 in order to adjust the distance of this minimum edge 284 00:10:35,966 --> 00:10:38,133 length of the objects being pushed out 285 00:10:38,200 --> 00:10:40,600 so this also begins to tessellate 286 00:10:40,866 --> 00:10:42,866 more aggressively when you lower this 287 00:10:42,900 --> 00:10:45,466 but again you don't really need to touch these 288 00:10:45,566 --> 00:10:46,600 most of the time 289 00:10:46,666 --> 00:10:48,100 when you just want to get something 290 00:10:48,100 --> 00:10:50,400 quick to render in displacements and make it look good 291 00:10:50,400 --> 00:10:51,966 you just adjust the maximum displacement 292 00:10:51,966 --> 00:10:53,500 and the displacement scale 293 00:10:53,766 --> 00:10:55,733 alright so let's go ahead and complete 294 00:10:55,966 --> 00:10:56,966 this entire 295 00:10:57,066 --> 00:10:59,766 material and assign the other textures to it 296 00:10:59,766 --> 00:11:02,133 so all we're using right now is the displacement 297 00:11:02,133 --> 00:11:05,300 so let's assign an actual albedo and roughness 298 00:11:05,300 --> 00:11:06,700 and see how it all comes together 299 00:11:06,800 --> 00:11:08,766 so I'm gonna go ahead and select this plane 300 00:11:08,900 --> 00:11:11,400 and switch over to the RS displacement tab 301 00:11:11,400 --> 00:11:12,500 which is a texture 302 00:11:12,533 --> 00:11:13,966 and I'm gonna assign a color 303 00:11:15,133 --> 00:11:16,300 let's assign the file 304 00:11:16,700 --> 00:11:18,600 folder icon and again 305 00:11:18,600 --> 00:11:20,733 off screen I'm just going to choose the albedo 306 00:11:20,800 --> 00:11:23,400 and then I'm also going to assign a roughness 307 00:11:23,500 --> 00:11:25,566 although we don't really need the roughness right now 308 00:11:25,600 --> 00:11:26,966 because how the light is hidden 309 00:11:26,966 --> 00:11:28,333 it's not going to really matter 310 00:11:28,333 --> 00:11:30,066 unless I see it from a different angle 311 00:11:30,066 --> 00:11:32,533 but just to complete this let's go back 312 00:11:33,666 --> 00:11:35,533 and let's assign a roughness 313 00:11:35,533 --> 00:11:36,600 let's go to roughness 314 00:11:36,900 --> 00:11:39,366 checkerbox file image name 315 00:11:40,100 --> 00:11:41,600 and I'm going to assign roughness 316 00:11:42,133 --> 00:11:42,866 and then I'm going 317 00:11:42,866 --> 00:11:43,600 to change my color 318 00:11:43,600 --> 00:11:46,066 space to Rob because it's a roughness texture 319 00:11:46,100 --> 00:11:47,566 just like I've showed you in one of the previous 320 00:11:47,566 --> 00:11:48,400 tutorials 321 00:11:48,466 --> 00:11:50,866 and I quickly need to jump over to the hyper shade 322 00:11:50,966 --> 00:11:52,266 and reconnect 323 00:11:53,500 --> 00:11:54,666 let me regrout this 324 00:11:56,100 --> 00:11:59,333 I need to reconnect the out alpha for the roughness 325 00:11:59,333 --> 00:12:00,666 and instead of out alpha 326 00:12:00,666 --> 00:12:02,166 I need to use it on the channels 327 00:12:02,800 --> 00:12:05,200 and reconnect it back into reflection roughness 328 00:12:05,500 --> 00:12:06,500 let's go ahead and close this 329 00:12:06,500 --> 00:12:08,900 and I do not need to use an oral map 330 00:12:08,900 --> 00:12:11,133 because we already have that surface detail through 331 00:12:11,200 --> 00:12:12,566 the displacement texture 332 00:12:13,200 --> 00:12:14,500 so here's what it looks like 333 00:12:16,366 --> 00:12:17,866 it's displaced in our 334 00:12:18,266 --> 00:12:21,866 geometry and it's looking fantastic 335 00:12:23,366 --> 00:12:25,700 now before we finish off this tutorial 336 00:12:25,700 --> 00:12:27,300 I do want to show you 337 00:12:27,333 --> 00:12:28,733 how to create your own 338 00:12:28,733 --> 00:12:30,800 custom ones just in case you wanted to experiment 339 00:12:30,800 --> 00:12:31,266 of course 340 00:12:31,266 --> 00:12:33,933 you can alter them in a lot of different softwares 341 00:12:34,000 --> 00:12:34,933 but let's say 342 00:12:34,966 --> 00:12:35,866 if you wanted to 343 00:12:35,866 --> 00:12:37,800 experiment with Photoshop and just create your 344 00:12:37,866 --> 00:12:39,866 grayscale textures and have them 345 00:12:39,900 --> 00:12:42,100 actually push and pull your geometry and 346 00:12:42,266 --> 00:12:44,066 teslate it and displace it 347 00:12:44,166 --> 00:12:46,200 here's how to do that very quickly 348 00:12:46,366 --> 00:12:49,066 so here in Photoshop I'm gonna create a texture 349 00:12:49,166 --> 00:12:53,200 I'm gonna go to file new and I'm gonna do a 1k 350 00:12:53,300 --> 00:12:55,933 usually you may want to do a high resolution texture 351 00:12:55,933 --> 00:12:57,533 maybe 24k 352 00:12:57,866 --> 00:13:01,933 but just for this example I'll use the 1K 1024 by 1024 353 00:13:02,400 --> 00:13:06,266 now for height fields or for height maps the splicemen 354 00:13:06,266 --> 00:13:08,700 so you want to actually change the 355 00:13:08,900 --> 00:13:11,333 bit size from 8 to 16 356 00:13:11,733 --> 00:13:13,333 this maintains and has more 357 00:13:13,333 --> 00:13:16,566 color information or more gray scalvalue information 358 00:13:16,700 --> 00:13:19,866 so you do want to change this to 16 bit rather than 8 359 00:13:20,133 --> 00:13:22,866 and then you also want to change RGB color 360 00:13:22,866 --> 00:13:25,366 and you want to deal with grayscal values only 361 00:13:25,566 --> 00:13:27,166 so that's the one thing you do want 362 00:13:27,166 --> 00:13:28,000 to update and change 363 00:13:28,000 --> 00:13:29,066 if you're doing this 364 00:13:29,100 --> 00:13:31,200 for experimentation or just want to create your own 365 00:13:31,200 --> 00:13:32,533 in Photoshop manually 366 00:13:32,966 --> 00:13:34,066 let's go ahead and hit create 367 00:13:34,500 --> 00:13:37,166 so the way the gray scale and the black 368 00:13:37,200 --> 00:13:38,766 and white values work 369 00:13:38,766 --> 00:13:41,500 for height maps or for displacement textures 370 00:13:41,500 --> 00:13:43,800 is black is the negative value 371 00:13:44,000 --> 00:13:45,933 which lowers your geometry 372 00:13:45,933 --> 00:13:48,000 and white is depositor value which 373 00:13:48,400 --> 00:13:49,933 raises your geometry 374 00:13:49,933 --> 00:13:51,733 and gray scale is going to be in between 375 00:13:51,933 --> 00:13:54,766 so you want to start with a gray value 376 00:13:54,766 --> 00:13:56,533 so it gives you a middle 377 00:13:56,533 --> 00:13:59,100 from which you can push and pull to displace 378 00:13:59,100 --> 00:14:01,700 so you would start with somewhere like a gray scale 379 00:14:01,700 --> 00:14:02,533 in the middle 380 00:14:02,666 --> 00:14:05,866 usually like a 127 on across RG and B 381 00:14:06,200 --> 00:14:07,266 you fill that 382 00:14:07,366 --> 00:14:09,166 so that's going to be your middle value 383 00:14:09,200 --> 00:14:10,800 and then you create white 384 00:14:10,900 --> 00:14:13,566 to rays and black values to lower 385 00:14:13,733 --> 00:14:16,933 now I already have a custom one created 386 00:14:16,933 --> 00:14:18,266 so here's what it looks like 387 00:14:18,333 --> 00:14:19,733 so you don't have to see me do this 388 00:14:19,733 --> 00:14:22,000 so I did exactly what I'm telling you 389 00:14:22,000 --> 00:14:24,166 I created a grayscale background 390 00:14:24,266 --> 00:14:25,533 then I have a white 391 00:14:25,766 --> 00:14:28,566 square which will push and raise the geometry 392 00:14:28,566 --> 00:14:31,600 and I have a darker value closer to black which will 393 00:14:31,600 --> 00:14:33,533 push and lower the geometry 394 00:14:33,600 --> 00:14:35,466 so here's what this is going to look like 395 00:14:35,466 --> 00:14:38,766 so back in redshift or back in Maya with redshift 396 00:14:39,100 --> 00:14:40,900 let me go ahead and create a new plane 397 00:14:41,000 --> 00:14:43,700 so we can just have this right next to our plane 398 00:14:43,700 --> 00:14:45,066 and I'm going to go create 399 00:14:45,500 --> 00:14:46,600 a whole new plane 400 00:14:46,733 --> 00:14:48,700 and I'm just going to make it larger 401 00:14:49,266 --> 00:14:50,700 we're going to leave the subdivision width and 402 00:14:50,700 --> 00:14:52,166 high to the same values 403 00:14:52,600 --> 00:14:53,533 so let's do 404 00:14:53,600 --> 00:14:55,366 let's do a little smaller than the one that we had 405 00:14:55,366 --> 00:14:56,933 before 300 by 300 406 00:14:57,266 --> 00:14:58,566 let me go ahead and raise this up 407 00:14:58,666 --> 00:14:59,600 let's rotate it 408 00:14:59,700 --> 00:15:00,600 I'm going to hold J 409 00:15:00,800 --> 00:15:03,400 rotate snap and let's create a whole new material 410 00:15:03,400 --> 00:15:04,966 so that way you get to see it again 411 00:15:05,200 --> 00:15:06,266 a little bit quicker 412 00:15:06,266 --> 00:15:07,766 now let's go to Hypershade 413 00:15:08,266 --> 00:15:10,366 let's clear our graph 414 00:15:10,366 --> 00:15:12,200 let's create a new retrift material 415 00:15:15,566 --> 00:15:16,933 let's rename it Real Quick 416 00:15:16,966 --> 00:15:18,766 Redshift Displacement 417 00:15:19,066 --> 00:15:20,333 PS for Photoshop 418 00:15:20,533 --> 00:15:24,533 and let's hit tab and search for displacement 419 00:15:25,600 --> 00:15:27,133 and here's our retch of displacement 420 00:15:27,133 --> 00:15:30,666 insert that let's connect it to Displacement Shader 421 00:15:31,533 --> 00:15:33,533 select the RS Displacement node 422 00:15:33,966 --> 00:15:37,066 go into the property editor on the texture map 423 00:15:37,733 --> 00:15:40,500 going to hit the checkermark then assign a file 424 00:15:40,766 --> 00:15:42,766 image name folder icon 425 00:15:42,766 --> 00:15:43,566 and 426 00:15:43,566 --> 00:15:46,466 opens me up into source images folder of my project 427 00:15:46,466 --> 00:15:48,466 and I'm just going to assign that PNG 428 00:15:48,600 --> 00:15:49,866 texture that I saved 429 00:15:49,866 --> 00:15:53,300 so I saved my textures my height maps as a PNG file 430 00:15:53,500 --> 00:15:56,500 you can save it as a TIFF or you can save it as a PNG 431 00:15:56,666 --> 00:15:57,700 either one will work 432 00:15:57,866 --> 00:16:00,400 so in my case I have a PNG 433 00:16:01,066 --> 00:16:02,366 and that's the one I saved 434 00:16:02,366 --> 00:16:03,733 that I showed you in Photoshop 435 00:16:03,733 --> 00:16:06,000 so now I'm just going to go ahead and close this 436 00:16:06,333 --> 00:16:09,066 select my plane assign that material onto it 437 00:16:11,900 --> 00:16:12,733 nothing will happen 438 00:16:12,800 --> 00:16:14,733 so but I'll do a quick run right now 439 00:16:14,933 --> 00:16:17,166 because we do need to go into the attribute editor 440 00:16:17,400 --> 00:16:19,133 and turn on those properties 441 00:16:20,900 --> 00:16:22,200 when I enable IPR 442 00:16:23,133 --> 00:16:24,100 select my plane 443 00:16:24,100 --> 00:16:25,733 let's go to the attribute editor and 444 00:16:25,733 --> 00:16:27,000 enable those properties 445 00:16:27,300 --> 00:16:29,866 so again under our shape node 446 00:16:30,133 --> 00:16:31,600 open up redshift tab 447 00:16:33,700 --> 00:16:34,900 enable tessellation 448 00:16:35,400 --> 00:16:37,866 and enable displacement 449 00:16:38,333 --> 00:16:40,700 and it's already coming through but again very lightly 450 00:16:40,933 --> 00:16:43,933 not a strong because of our displacement 451 00:16:44,200 --> 00:16:47,166 scale and maximum scale values and because our 452 00:16:47,200 --> 00:16:49,466 size of this plane of this object is large 453 00:16:49,566 --> 00:16:51,000 so I'm going to go ahead and 454 00:16:51,166 --> 00:16:54,266 increase both of these to let's do 25 455 00:16:55,133 --> 00:16:56,200 for both 456 00:16:56,500 --> 00:16:59,133 and let's begin to this place a geometry based on 457 00:16:59,700 --> 00:17:02,700 a quick custom texture we created in Photoshop 458 00:17:02,866 --> 00:17:05,566 if I go even more to this place even further 459 00:17:06,500 --> 00:17:07,700 let's go even 40 460 00:17:08,900 --> 00:17:09,766 for both 461 00:17:10,500 --> 00:17:12,500 and I'm beginning to have a little bit of 462 00:17:12,966 --> 00:17:16,266 kind of a little of distortion going on here for 463 00:17:16,300 --> 00:17:17,800 as it begins to displace 464 00:17:17,900 --> 00:17:19,600 so for this particular value 465 00:17:19,866 --> 00:17:21,600 you can come into minimum edge length 466 00:17:21,600 --> 00:17:23,100 and you can adjust this value 467 00:17:23,100 --> 00:17:24,000 in order to 468 00:17:24,133 --> 00:17:27,766 kind of push or pull some of this back and kind of fix 469 00:17:27,800 --> 00:17:30,466 the amount of distillation that happens on the minimum 470 00:17:30,466 --> 00:17:31,066 edge length 471 00:17:31,066 --> 00:17:34,333 so this was a good candidate to possibly tweak 472 00:17:34,666 --> 00:17:36,133 the minimum edge length 473 00:17:36,366 --> 00:17:39,300 because the value of 4 kind of creates a bit of 474 00:17:39,366 --> 00:17:41,000 weird artifact and effect 475 00:17:41,266 --> 00:17:42,700 so by lowering this 476 00:17:42,800 --> 00:17:45,100 I can fix it and make it look better 477 00:17:45,333 --> 00:17:46,333 if I go higher 478 00:17:46,566 --> 00:17:48,366 it may actually break even further 479 00:17:48,400 --> 00:17:50,733 so the value of 4 this is what it gives us 480 00:17:50,800 --> 00:17:53,466 value of 2 looks better value of 1 481 00:17:54,333 --> 00:17:55,166 looks even better 482 00:17:55,266 --> 00:17:57,366 so you can have a lot of fun with displacements 483 00:17:57,366 --> 00:17:59,200 you can create quick environments 484 00:17:59,333 --> 00:18:00,533 quick scenes setup 485 00:18:00,600 --> 00:18:01,966 with either your own custom 486 00:18:01,966 --> 00:18:03,133 displacement textures 487 00:18:03,133 --> 00:18:04,333 or the ones you find online 488 00:18:04,333 --> 00:18:05,900 or the ones you author yourself 35661

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