How to Use Height Maps | Twinmotion

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hey and welcome back to another video in this video we're going to look at height maps in twin motion now you might think well we've always had kind of the bump maps and this normal maps and between motion but as of 2021 motion 2021 we did not actually have access to adding and manipulating height maps specifically height maps so in this video we will cover that but first if at anyone's video happen to learn something with i hope you do like come on that's why we're here then please demolish that like button it really helps me out very much okay so i am just in a basic out of the box brand new to a motion project and what we're gonna do is just add material we're going to start and add material so let's use a brick and i like to show this with brick because we can really start to see a big difference mainly because there is already a built-in height difference between kind of the brick and mortar and so what we want to do is just really any of these bricks will work but i want to point out i'm starting with a twin motion material first and we'll look at the others and see how this works out so i'm going to just throw in this clean brick and i'm going to move up here and we can see you know it's not bad it's looking pretty good already uh it it does have some of this built in and turned on already but i want to show you where you can find height mass specifically so we have all of our color maps we have a reflection scale whatever that's all fine but within the settings we can see we have bump and we're very we're very much used to seeing that we know what bump does already but whenever i hit more we can see there's my normal map which is really what's doing kind of more or less everything when it comes to the height and really giving us the detail in contrast between one per one part being high and one part being not but with the addition of height mass within 2021 we can see that there's this parallax option so if you're familiar with parallax at all you've probably seen it when it comes to websites and and how you can get some kind of artificial dimension between some elements and it usually has to do with kind of multiple images stacked or just an effect that's added in the parallax effect itself is that that extra dimension and it's not that we're in this case using a different map it's just using the normal map but the addition of the height map allows the parallax to push and pull and to get more dimensionality from these materials that we wouldn't normally have with just the normal map so the parallax has been on we can see on versus off we can kind of see a slight difference and you know it does look better with it on we do have that extra dimension if i stop it here we can see the distance between the grout and the edge of the brick itself is very minimal whereas whenever i turn this on we can see that there's an we get that extra dimension it's really hard to explain without really going into parallax here and showing you more so whenever i click on more we can see there is my height map and then there's my intensity and now the intensity is very low and this is intensity will differ between every twin-motion material because of you know it's it's different for every material and that's good so the height map here that we're worried about is already built in because it's a twin motion material and we'll get to the other materials but like i said before a five percent intensity is pretty low now i want to move this up and down and show you what the additional parallax what more intense parallax looks like so as i bring this up we can see how we get more a more dramatic distance between the grout and the edge of the brick now this is not actually changing or like giving us extra depth because if i come over here to the side we can see it's still just flat now parallax itself is just giving us that illusion that it is not flat like not completely flat so with that we can see i'm gonna i'm just gonna make this even more dramatic and we can really start to see what's going on now this looks absolutely terrible and absurd at certain angles so if i'm straight on it's it's really not that bad i can start to see those individual bricks and it's like very prominent those are individual bricks now whenever i get close i could see well i'm seeing this almost distortion now i'm going to turn my speed down so i can move in a bit closer without running into the wall so we can see that as i get closer we start to see like almost multiple versions of the texture and that is in a sense the parallax being pushed a bit too far because parallax all it's doing is taking this map you know the settings from this map and applying that color map multiple times in this case it's applying it multiple times to the point where we can actually see the next one and the next one and the next one so we don't really want that obviously this is way too intense for this material so whenever i bring this down we can start to see you know we we start to get a little closer to it looking more like one brick that is pushed back farther now even 18 is too high in this case because we can see kind of the layers and we don't want to see that which is why you know getting down to really under 10 is probably where we want to go so whenever i get to about 10 percent we could start to barely see these layers so maybe that 5 was kind of perfect we could maybe push it to eight but really uh the five to eight percent is probably where we want to go with this material now i'm not saying you can't go beyond that but it's really up to you you'll really you will have to get up close to really notice some of these layers once you move that intensity higher now with that said we've looked at the height map and what it i mean really this is the height map height map is just going to be black and white and again the wider values are more higher in a sense they're higher hours the black is pushed farther back and we can see that whenever we increase the intensity those darker portions of the grout are really being pushed back farther okay so that is a twin motion material now the next thing i want to look at is a quick swivel material so the mega scans surface let's come down to brick because again we want to keep this fairly consistent and you know i can make it rough whatever let's let's go ahead and go with something like this this worn brick facade and so i'm just going to drag this in i've already downloaded it there we go so i'll back up just a bit so we can get an idea so it does look like a really good looking material so it's really nice and so again we're going to come all the way to the settings and then the bump is 100 we can you can see what doing you know changing that from 100 does we i like it at 100 because we can really see the depth and shadow so we want to click on more i can see there's a normal map but you'll notice the parallax is off and now i'm going to come before i turn on i'm going to come in here to more and we're going to see that there apparently is a height map applied and it's set to 50 so let's come over here and turn this on and immediately you can see that it it's kind of pushed back now i remember this is not moving from the same plane that this primitive object is placed on or that it's placed on the primitive body it the the object itself is not moving it's just the brick with this added parallax effect being on versus off so immediately there's not much difference that we could see but there is just ever so slightly so with it on i'm going to come in here and see that there is a height map and it looks like it's it literally is for the material and that's cool now this is where the difference between twin motion materials and quick so materials come into play and i wish it worked differently and it's almost like it should work the same but it doesn't so you look at the intensity here being at 50. as i move this we're not getting a giant effect giant difference in the depth from the edge of the brick to the back or like the edge of the grout we are getting more of like this whole material is getting pushed in and pushed out now there is i'll show you where to look here and it almost ends up being like at the edge of some of these grout lines as i move this out we can see yeah everything gets pushed back out or appears to be pushed back out but the main thing is that we do get a little bit of extra in here we do get a little bit of extra now i'm not sure what the purpose of i'm not sure why these crystal materials won't do not function the exact same way but you'll notice we do get some more effect with this parallax being on and having it be more intense and the difference i'm trying to point out here is that you know moving this i have to move the intensity like almost all the way to be able to get that little bit of extra distance and i don't know why that is it just you know it happens to be with the quicksilver materials that's just the case um they also the thing to be aware of here is it if we look at this straight on it it is not affecting the scale which is great that that would be a problem if it were but it is affecting these edges and you'll see i get more or less grout and it's just because of how the parallax is working it's i'm showing let i'm getting less of the grout as i make this more intense so i'm ending up at least from the side angle because uh depending on where you look the greater the parallax the the different it's going to look at these sides so with zero percent i can come to the side and i see the exact same thing now if i put this all the way up to 100 you can see as i come to the side i get this weird kind of push in in push-out effect and i'm in a sense seeing more of this grout or less of this grout depending on the angle and that's and that's just because the effect is so dramatic so another reason why i don't want to put that kind of all the way a middle ground is for a quick material anything like that is probably about the 50 because i do get a little bit of the effect and if you are this close you know you are seeing a bit of weirdness going on and that we're seeing less or more of the material based on the angle that we're looking at the corner but i will say it it looks pretty good like and and from really from a few feet away from a slight distance you're getting more of the effect that you want and that's kind of the point here but maybe 50 percent is pretty good because it's the default and it just happens to be that way now okay we've looked at toy motion materials we looked at quick so materials but let's now look at making our own material because that is going to apply all the same as well now i'm not going to use a brick i'll use something slightly different but what i want to do is come in here and go ahead and just make a new material so i'm going to create a new material i'm going to start with this blank material i'm going to go ahead and just add the new material and this is going to end up being a carpet so what i'm going to do is come into my color and change this texture to one of my own in this case i have this carpet here i'm going to use this color map right there and so okay it's looking fine it looks like carpet but i have no dimensionality i have nothing like that but we haven't added any other map but the color so let's come back here reflection whatever 10 not a huge deal i will come in here and then i'll take advantage of this and add my ambient occlusion which is not going to do much because it's mostly white they're very few places that aren't completely white but that's fine i'll come into my settings and i'd like to do this with my own materials and i find that it doesn't make a huge difference but i want to go ahead and turn the metalness on and you'll see medalist on why would you do that well i would do that because i'm gonna end up adding my own roughness map and that will then change the look based on the actual roughness and not just turning the metal on or off so with it on or off i get this generic mean it's just generic we don't even know what it is but my guess is it's completely white and that everything is metal where in this case it's carpet so not everything is metal so i want to make sure and add my roughness map because that's going to really tell to emotion where where my roughness is in this case it's it's mostly white so i want to keep my metalness down but you'll notice the difference between off versus on i really get a more vibrant image and it's it's pulling from this roughness which is really it's accounting for the fact that it's carpet and not a metal so i do like the look there keep your reflectance reflectivity down obviously because you know it's carpet it's not going to be reflecting that much but anyways with that said we're going to get to the bump and this is really what we care about for this video so when i come into the bump i can see a normal map well obviously we want to add our normal so i'm going to go ahead and click open we're going to add our normal map and with that we can see a really nice change in the dimension we can see you know it looks pretty good you know and to get an example of what it would look like with a normal map and without at this point we can come to bump and then move this down and you know we can really like our ambient occlusion is working we could see the slight difference in how the light's hitting it and we get some extra dimensionality so we want that bump at 100 because i like that it looks good and so when i come into parallax it's it's just using this generic height map and all this so when i turn this on really nothing is going to happen at this point and even with this intensity of 50 because it's pulling from like nothing it's just this generic placeholder so what i want to do is go ahead and add my height map so let's go ahead and open and then there's my height and you'll notice this is fairly different depending on the material or like the particular color of the material and that's that's that may be the way the carpet is where it's slightly higher in some place slightly not but it's really just getting more of the detail out of the normal map at this point so when i add this we can see we do get some pretty dramatic looking kind of waves and that's all to do with the parallax so when i come over here and turn parallax off everything's get it gets pretty flat again like there's not much to look at here but whenever i turn this on we can start to see some of those undulations that is completely due to this height map that we have applied within our parallax now i think 50 for this is way too high because i don't want to like accidentally get to the side and see what this would look like on like this wavy carpet now i'm go ahead and add a a plane because i want to see this on the ground or in fact we can just add this to our starting plane right here so as we can see here it it is pretty wavy and it's obviously not tiled all that well but we do want to focus on what we're seeing as far as the the parallax and those waviness you can see more of it here on the side because we're looking like literally directly at the side we're not you know on the ground looking at it from the side but you'll notice as i increase this so much more we can see like there's almost this giant cave this giant concave portion in the carpet which is completely incorrect because as i move up here we can see it's actually flat i i don't want that look at all which all that tells me is that it's too intense of course it's way too intense uh i do want this effect but i don't want it that intense so i will bring this you know really pretty close to zero because i don't want it like really that dramatic and so this is giving me more of the effect that i want especially from the side view i can see there's a slight difference in the carpet depending on where it is what kind of color it is whatever and but it's not completely completely fat flat because every material that even in the real world if it's something like carpet is not going to be completely flat even though it appears to be which is why i want to put it at just five percent which is just barely off of zero it gives it that much more dimensionality and i think looks so much better so what we've looked at in this video is the difference between adding the height maps and what they do period but the difference between twin motion materials quicksole materials and then making our own you'll see that it looks like making our own material ends up reacting a bit more like the twin motion material and that we get such a dramatic change in the look and that's you know that's fine it's good to know that we have a lot more that we can work with because it actually is reacting with our height map which is awesome with the quixote materials i can't edit the height map like i want it to because it's just pulling in the material with everything kind of there but that's okay we just have to know this which is why i wanted to make this video and that you know using the quiksil materials you have a little less that you can do as far as getting that extra height that extra parallax effect so that will do it for this video if you happen to learn something which i sure hope you did please please demolish that like but it really helps me out very very much let me know if you have any questions about these height maps or what they can do or how to apply them i have plenty of other videos on how to make materials and deal with materials within twin motion so please check those out but yeah that'll do for this video i hope you have a wonderful day thank you very much for watching i'll see you in the next one [Music] you
Info
Channel: Architecture Vanguard
Views: 4,909
Rating: undefined out of 5
Keywords: twinmotion materials, twinmotion material, twinmotion how to material, hwo to build material in twinmotion, how to create a material in twinmoiton, custom material twinmotion, heightmap, height maps, height map, twinmotion height map, twinmotion height maps, twinmotion heightmaps, twinmotion heightmaps 2021, twinmotion 2021, twinmotion 2021 materials
Id: Ce03olOAcBw
Channel Id: undefined
Length: 16min 18sec (978 seconds)
Published: Thu Jun 24 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.