Income tax 2022-2023, what's new? Let's do some wealth preservation with some tax preparation. Most of this information can be found on the Form 1040 Tax Year 2022 instructions at the IRS website, irs.gov, irs.gov. New stuff. The Form 1040 has a few new lines that we'll be looking at. Schedule one has some new lines as well. The filing status name changed from qualifying widow, widower, to qualifying surviving spouse. We now have qualifying surviving spouse. So due date of return. File Form 1040 or 1040 SR by April 18th, 2023. Once again, April 18th, 2023. The due date is April 18th instead of April 15th because of the Emancipation Day holiday.  When are the tax returns due? When's the end days? You're gonna say April 18th. They're gonna say, why not April 15th? And you've got a nice little talking point there. You can say, well, it's the Emancipation holiday that we get in the District of Columbia. And for whatever reason, that means that we get an extra few days as well, even though they don't recognize like my personal holidays or anything, but that's okay, whatever. So even if you don't live in the District of Columbia, that's the rationale. Filing status name changed to qualifying support, accounting instruction by clicking the link below, giving you a free month membership to all of the content on our website, broken out by category, further broken out by course, each course then organized in a logical, reasonable fashion, making it much more easy to find what you need than can be done on a YouTube page. We also include added resources such as Excel practice problems, PDF files, and more like QuickBooks backup files, when applicable. So once again, click the link below for a free month membership to our website and all the content on it. Surviving spouse. So the filing status qualifying widow slash widower is what we used to basically call it. So you've got the single filers, you've got the married, you've got the head of household, and then you've got the more rare status, hopefully it's a rare status for most of our clients. We don't see it happening all the time on a year by year basis, but the qualifying widow widower now is being called qualifying surviving spouse. So the rules for the filing status have not changed. It's just basically a name change. We got to change the name of everything these days. You know how it is. So the same rules that applied for qualifying widow widower apply to the qualifying surviving spouse, just don't say the wrong name for stuff or bad stuff will happen. You'll get Twitter bombed or something. So C qualifying surviving spouse later. So we'll take a look at the filing statuses and more detail in presentations in the future. Standard deduction amount is increased as has been expected, of course, because the standard deductions typically will go up with inflation and inflation has been going up. So we would expect the standard deductions to rise with it. So for 2022, the standard deduction amount has been increased for all filers. The amounts are now the single or married filing separately, 12,950. We'll talk more about the filing, the standard deductions later, but the general idea is that these are gonna be the deductions that everyone would get. And then you can choose between having this deduction or the itemized deductions only choosing the itemized deductions. If they're larger than the standard deductions, the standard deductions having been increased substantially a few years ago in an attempt to simplify the tax code, therefore most taxpayers are probably taking the standard deduction. The easiest way to kind of memorize the standard deduction is to basically think, well, I'm first just gonna try to memorize what the standard deduction is for a single filer. And then I'm gonna assume that if you're married that we don't wanna dis, or disincentivize marriage. So you would think you would basically be doubled the amount of the single filer because at this point in time, if you have two people that are married, then it's likely that you're not still in a one income household. Oftentimes you might have two people basically working. So you would think the standard deduction would be doubled. So you've got the 12,950 for single times two would be that 25, nine. So if you memorize the single filer, then you can kind of double it for married. And then the head of household is the weird one which you would expect would be somewhere in the middle. Typically you need a qualifying dependent for the head of household status. Therefore you would expect it to be above the single but below the married single being the worst filing status with regards to the tax taxes generally. So new lines 1A through 1Z on form 1040 and 1040 SR. This year line one is expanded and there are new lines 1A through 1Z. That's exciting. So some amounts that in prior years were reported on form 1040 and form 1040 SR are now reported on schedule one. You can see even as we've talked about our thought process in terms of learning the formula to memorize versus the actual form 1040 tax return that if we were to construct this from scratch, the tax code from scratch, the forms from scratch at this point in time, it would be similar to us doing an Excel worksheet for most people, right? We would have the first 1040 actually be just basically a summary page, everything else being on schedules. And you can see they're kind of leaning towards doing that more and more. So we've moved some stuff from the face first page of the form 1040 to schedules. Why didn't they do that before? Because the tax code used to be more simplified. It used to be had to be done by hand. You used to have to actually go get a physical paper tax form and it was then thought easier rightly so at the time to try to get everything on one page. That was the point. So then you can have different tax returns that are just on the same page or two pages or something like that. That's no longer that important at this point because we file electronically and we can have a different tab on anything we want. No big problem. So now it kind of makes more sense to try to say let's try to trim the taxes down to the 1040 just down to a formula and put more stuff on these related schedules. So people with more complex tax returns can just have more complex schedules. People that easy tax returns can use the same form 1040 but have less schedules would be the general idea that I think they're kind of going towards these days. We'll see more of that. We'll be able to conceptualize that when we make our Excel worksheet and that'll be great. So scholarship and fellowship grants that were not reported to you on form W2 are now reported on schedule one, line eight R, pension or annuity from a non-qualified deferred compensation plan or a non-government section 457 plan are now reported on schedule one, line eight T. Wages earned while incarcerated are now reported on schedule one, line eight U. So then we've got new line six C on form 1040 and form 1040 SR. So a checkbox was added on line six taxpayers who elect to use the lump sum election method for their benefits. We'll check this box. You can see line six C later if it's applicable to you. Non-taxable Medicaid waiver payments on schedule one formed for 2021, non-taxable amounts of Medicaid. This is Medicaid, non-taxable Medicaid waiver payments. Schedule one. So for 2021, non-taxable amounts of Medicaid waiver payments reported on form 1040, line one were excluded from income on schedule one, line eight Z. For 2022, non-taxable amounts will be excluded on schedule one, line eight S. So non-taxable combat pay election. For 2021, individuals elected to include their non-taxable combat pay and their earned income when figuring the earned income credit, that's the EIC by reporting it on form 1040 or 1040 SR, line 27. So for 2022, they will make this election by reporting non-taxable combat pay on form 1040 or 1040 SR, line one I. We might dive into this one a little bit more when we get into like the earned income tax credit calculation, which is a quite complex calculation. And when you're talking about combat pay, oftentimes like military pay, people in the military have kind of like special rules given the fact that they're serving in the military and whatnot. And you're trying to get a benefit from being able to include income or not include income. So if you usually it's a benefit to not include income or have income that's not taxable because income is bad for taxes. Therefore, if you can exclude it, that would usually be good. But with the earned income tax credits, your income actually goes up to some degree with more earned income. So you can actually harm somebody tax wise by telling them that you have a non-taxable income source when you think about the earned income tax credit. So sometimes they might give you the best of both worlds with like combat pay. You might be able to have it not be taxable maybe or something like that, but still be able to include it when you calculate the earned income tax credits. We might dive into that in more detail like I say in future presentations.  Self-employed individuals can no longer claim these credits.  Now notice when you get into the self-employed kind of situation, what often happens there is that basically the government is taxing sole proprietorships on a Schedule C with regards to payroll taxes in a similar way as like an employee would be paying basically payroll taxes because you have to pay self-employment tax which includes the Social Security and Medicare employer and employee portion. So what often ends up happening, and we saw like a lot of examples of this during the whole COVID thing when they changed the tax code a lot trying to incentivize people or employers to keep people on working is that they made some adjustments to like employee benefits and things like payroll taxes and whatnot. And that kind of confuses things because then when you look at the self-employed individuals it's like, well, hey, wait a second you're treating self-employed individuals as in essence employees of themselves at least with regards to the application of the payroll taxes which are the Social Security, Medicare and the form of self-employment tax. So that means that they often have to make a tweak to the law every time they do something with payroll taxes or employees for the sole proprietors and whatnot. And so those things go back and forth and whatnot. So we might dive into that more with the Schedule C Health Coverage Tax Credit is not available. So the Health Coverage Tax Credit was not extended. The credit is not available after 2021. So that one had a date of termination and was not extended. So credit for child and dependent care expenses. The changes to the credit for the child and dependent care expenses implemented by the American Rescue Plan Act of 2021. The ARP were not extended for 2022. So the credit for the child dependent care expenses is non-refundable. So again, a lot of the stuff that they were trying to do in response to COVID, at least it originally was in response to COVID, right? They had, they shut everyone down. They shut down businesses and whatnot. And then they gave out the stimulus payments and that. So you can argue whether the shutdown was a wise move and then, but once they shut you down, you can say, okay, yeah, that would make sense that you'd need to pay people possibly to do these weird things with the payroll taxes and the stimulus payments and all that kind of stuff. After it became clear that reopening, it seems to me would be the wise move and then trying to work through how you can mitigate the effects of COVID after that point in time, after the hospitals aren't overwhelmed and all that kind of stuff. Then it became fairly apparent that they were kind of seems to me my interpretation that they're holding on to the idea of an emergency so that they can score political points by making more and more just giving money out after that point in time. So you can see some of these other credits that kind of extended maybe beyond the emergency point. And so now at some point, we can't keep doing that because if they were to keep doing that, you would think we would overextend and either cause inflation or have a substantial increase in the debt, which is basically just pushing the problem forward to the future generation. So they have to stop it at some point. And so now they're kind of rolling back on some of these laws. Now, some of the laws were basically saying that when you talk about the credits, they could increase some of these lower income credits and then they can make more of it a refundable credit. A refundable credit means, and we'll talk more about this when we get to the credits, but it basically means that your tax liability can go beyond zero so that you're not only not paying taxes, but you're getting money, which they still call a refund, but it's not really a refund. It's a benefit program beyond the taxes. So at most credits, they don't do that because they say that the credit is supposed to lower the amount of tax you owe. It shouldn't take your tax liability below zero unless we specifically put it in there as like a benefit or welfare program as opposed to like a standard tax credit kind of thing. So we'll talk, again, we'll get more into that. There's been a lot of changes in the last few years with regards to those kind of credits and the refundability of them. And now they've got to roll it back at some point in time. So it's kind of an interesting timing that they had to basically roll it back at this point in time as well because obviously we've got elections coming up and stuff. So it's interesting the way this is all kind of rolling out. So the dollar limit on qualifying expenses is 3,000 for one qualifying person and 6,000 for two or more qualifying persons. So the dollar limit for qualifying expenses is 3,000 for one qualifying person and 6,000 for two or more persons. We'll get into the more details of that when we get to the credits. So the maximum credit amount allowable is 35% of your employment related expenses. So for more information, you could see instructions, 2441 in publication 503. Child tax credit and additional child tax credit. Many changes to the child tax credit, the CTC implemented by ARP were not extended for 2022. So here's another area where they really overextended the child tax credit like a lot. And you can see that this was their, like after the stimulus payments, they couldn't get the further stimulus payments to go through even though they were kind of, it seemed like they were kind of extending the COVID emergency to try to spend money to look to me like they're doing a political thing, grandstanding, just because it looks good to give people money, right? They couldn't do that anymore. So they basically then increased the child tax credit was the next thing that happened. And the child tax credit is a credit we've always been familiar with before, but they did this thing which was similar to the stimulus payments where they increased the credit and then they took part of that credit and they basically wanted to give that out in an advanced payment, which again, so they can give money out like sooner. So it looked kind of like a stimulus payment, but it was tied to the CTC. Again, that couldn't really be sustained at that level of the credit. So now it's got it, they couldn't really keep it going. So it's gonna have to at some point go back to something to what it was basically before. So that's what they did so they couldn't extend it. So the initial credit amount of the CTC child tax credit is 2000 for each qualifying child. So the amount of the CTC that can be claimed as a refundable credit is limited as it was in 2020, except the maximum additional child tax credit, the ACTC amount has increased to 1500 for each qualifying child. So part of what they did was they tried to increase the credit and then they tried to make more of it refundable and then give more of it out sooner in an advanced payment. So now of course they're not doing the, they have to roll back the whole advanced payment. They gotta put the child tax credit back to basically what it was. And then we have this issue of the refundable portion of the credit, they can take you below the tax liability below zero versus the non-refundable credit, we'll dive into that more, do some practice problems with it when we get to the credit section and see how that works. A child must be under age 17 at the end of 2022 to be a qualifying child. Bonafide residents of Puerto Rico are no longer required to have three or more qualifying children to be eligible to claim the ACTC. Bonafide residents of Puerto Rico may be eligible to claim the ACTC if they have one or more qualified children. For more information see the instructions first for schedule 8812 form 1040. So changes to the earned income credit. So the enhancements for taxpayers without a qualifying child that applied for 2021 don't apply for 2022. This means to claim the EITC without a qualifying child in 2022, you must be at least age 25 but under age 65 at the end of 2022. So the earned income credit, the earned income credit is another credit which is aimed at the lower income individuals and is a quite complex credit. We'll talk more about it when we get to the credit section and we'll dive into it in more detail but obviously that's another area where you would think they would target if they're trying to basically increase the amount of money that they're giving out, right? So that same thing basically happened with it. They gave off a stimulus payments, they extended the kind of emergency threshold so they can try to make changes then to the child tax credits and the earned income tax credits. And now they're basically kind of rolling back those to some degree to where they kind of were before that point in time. The earned income tax credit is a complex one because it has, income has to be earned and the credit actually goes up as earned income goes up up to a certain threshold and then it goes back down. Economists like that generally because it's an attempt to give kind of a benefit to the people that need it without crushing them by forcing them not to be independent by not being able to work because then if people go to work they lose the credit and that becomes a problem. So you don't wanna actually have the benefit program incentivizing people to not look or seek to be dependent. You wanna teach a person to fish, right? It would be the idea. So that's what it's trying to do but in doing so it's quite complex because now you've got these different income thresholds and it also ties in the number of children that someone has as well which could incentivize you would think from a tax standpoint, people having children to get tax benefits which seems like a counterproductive kind of thing that doesn't seem like the rationale for having children to get tax benefits seems like a weird kind of incentive structure but that's the way it is right now. So in any case, if you are married and filing a joint return either you or your spouse must be at least age 25 but under age 65 at the end of 2022. So one of the issues with the earned income credit is they're kind of concerned with lower income individuals or I'm sorry, lower aged individuals because they might still in essence be dependent on their parents at that point in time and that's becoming kind of like more normal. It takes longer for people possibly to become independent at this time. So they're trying not to, so that might be some rationale for the age at 25. So it doesn't matter which spouse meets the age requirement as long as one of the spouses does. So reporting requirements for, so then of course, if you have married individuals then the question you got this age requirement but the ages could be different for the two people filing the one married filing joint return. So reporting requirements for form 1099K. Form 1099K is issued by third party settlement organizations and credit card companies to report payment transactions made to you for goods and services. So note that if you're a sole proprietor if you're doing gig work or something like that if you have your own business and you work for like another business the business has to give you a 1099 because remember how the income taxes work they, the tax IRS has incentives to pressure the person that's paying in a business transaction to tell them who they are paying because they want the deduction for the money that they paid so that the IRS can go after the person who received the money which is the person that has to report income. So that means that if you're working as a business as a sole proprietor for another business you're doing a job for a business then they're likely to give you a 1099 form that's how it generally works. Now with gig work they kind of messed up the IRS's whole kind of oversight thing because now you've got these platforms and these payment platforms such as a PayPal's and whatnot and like these gig work platforms such you can go on the Uber's and that kind of thing so that in essence you have your own business and you're not actually doing work for another business you're just doing work for a customer but you're being connected by the flat platform it's kind of I think of it as like a new silk road type of thing connecting people that can trade and do business that were not connected before opening up new markets that we did not have before but the government you can see why they wouldn't like these kind of industries as well because they're kind of like cash based industries they're like hair salons they're like restaurants they're like massage parlors and with the nails things the manicure places and whatnot because those individuals the IRS is notoriously not really liked because they get paid not by a business but by the end user by a customer and you can't force someone who gets their haircut to rat out the person they paid to the IRS and give them a 1099 so the IRS doesn't know how much money these people earn which is why I think they were the government went after them during COVID because they don't like them anyways but that's just my conspiracy theory but in any case the gig work is the same way so you can see what they're gonna try to do is force the middle person like the silk road they're gonna put an ogre under the silk road to force a toll like right that that means that they're gonna try to force the payment platforms like the PayPal's and the credit card companies and whatnot or force the Uber platforms or whatever the platform is that's making the connection to issue the 1099s which will probably be depressing or crushing the actual growth of the industry so the pie will be smaller will produce less stuff but the IRS will get their piece more likely to get their share you can see how it works there so you must report all income on your tax return unless excluded by law whether you receive the income electronically or not and whether you receive a form 1099k or not so obviously if you don't get a 1099k then you still should report your income if you don't have a 1099 for it but the IRS doesn't trust that that will happen consistently that's why they're trying obviously they wanna try to look over everyone's shoulder which they have some justification for that it's quite likely that people don't always report their income if they don't receive a 1099k there's just the question of how should you address that should you address that with more audits that are random audits kind of like traffic tickets on the road or should you be a lot more intrusive and possibly destructive to the industry in and of itself by forcing these 1099 reportings and third party platforms and whatnot or forcing people to work as a W2 employee as opposed to their own business or that kind of thing so that's the questions that we're dealing with these days so the box one A and other amounts reported on form 1099k are additional pieces of information to help determine the correct amounts to report on your return so if you receive form 1099k that shows payments you didn't receive or is otherwise incorrect contact form 1099 issuer so note that any form that you get that is incorrect at 1099k or otherwise miscellaneous whatever or a W2 if it's not right then you can't really go to the IRS and say hey look this form isn't right I've reported it correctly on my form 1040 because the IRS is gonna go by the form now if there's no other way to fix it then you might have to do that but what you wanna do first is try to go to the issuer of the form 1099 and say hey look you gotta fix this because the IRS has it and if I report something different if I report the correct amount which is not the amount you reported on the 1099k the IRS is gonna ding me for it and they're not gonna give me the you know they're gonna try to make an adjustment so the first step try to go back to the issuer of the 1099 if you can't do that then you're gonna have to deal with the then you're gonna have to report it the way you're gonna report it and then you'll have to deal with the IRS which is a much more burdensome process so don't contact the IRS the IRS cannot correct an incorrect form 1099k if you can't get it corrected or you sold a personal item at a loss see the instructions for schedule one lines 8z and 24z later for more reporting information all IRS information about form 1099k is available by going to irs.gov for slash 1099k


Hey everybody, EJ here and recently I was asked to submit a piece of art for the Dell Precision 25th Anniversary VR Art Exhibition and it was a pretty awesome opportunity for me to start learning Substance Painter and that's exactly what I'm going to be sharing in this tutorial today is how I started using Substance Painter alongside Cinema 4D. So let's check it out. Through this Dell Art Gallery project, Substance Painter has become a valuable new tool in my school belt. I've been having a ton of fun using it. A lot of people say Substance is kind of like a 3D Photoshop and I totally get that analogy now. So let's begin by talking about how you have to prep your model in Cinema 4D to get it into Substance Painter so you can start adding materials to it. To export your model to Substance Painter, there is one important aspect of a Cinema 4D file that you'll need to understand how Substance Painter will kind of translate it. So you can see I have all of my objects here. They're all made editable and what I did was created a normal C4D material for each and every object that I want to be represented as a separate texture set inside of Substance Painter. So this means that for the tongue object, I want to make a specific tongue material inside of Substance and same thing with the body, I want to make a separate texture from say the head. And you can see that the ear texture is actually applied to both ears. So what this means is that even though I have two separate objects in Cinema 4D, the fact that I have the same material applied to both of these objects means that when we bring this into Substance Painter, we are going to be creating a single texture set or material for this ear texture that is going to be applied to both of these ears. So if you want to create a texture, a separate texture for the left ear and the right ear, it's going to be very important that we actually create two separate textures. So ear and like ear one, then I got to make sure I apply that ear one material to either one of the ears. And this will mean that I can then create a unique texture for the left ear and the right ear. Same thing goes for the eyebrows. If I just have this single material that is applied to both the eyebrows, I'm going to just be creating one single texture that's going to be shared by both of these objects. So you'll want to create a material for every different individual material that you want to generate inside of Substance. Again, it's not going to go by these objects. It's going to go by these materials and these materials and the names will be the thing that will be brought into Substance. So make sure that you name all your materials because your object names are not going to come through just the names of the materials. Now optionally, it's a good idea to go in and UV unwrap all of your objects as well. Now this is optional because you can utilize the Substance Painter auto UV that is actually really nice. But for my purposes, I went and just auto UV unwrapped inside of Cinema 4D. I'm going to go back to standard view and to export out your model, we're just going to go ahead, go to File, Export, FBX. There's really nothing you need to change here. The only important thing is that you need to make sure that the materials are going to come through because again, if I go back and open my Material Manager here, these are very important. These are the things that are going to be loaded up inside of Substance, which you'll see very shortly. So I'll just go to Export, FBX and this should be just fine. Hit OK and then just save out wherever and then you can import that FBX into Substance Painter. Instead of Substance, you'll load up your FBX file by going to File, New and you'll choose the template that you want. And for Redshift, Optane, you'll want to use this PBR Metallic Roughness and then you'll just select your file here. So here's where you'll select your FBX file that you exported. And here's where you can change the document resolution. So if you want to work at a higher resolution like 2K or 4K, you can change that here. I'll change this to 2K. And here is if you are working with UDIMs, you can use the UDIM workflow. And also if you have not manually unwrapped your models in Cinema 4D or another application, you can actually use Substance Auto Unwrapped feature, which is actually really, really powerful and really great for those of you who are not that great at UV unwrapping. I can't say I'm all that great, but I already did my unwrapping in Cinema 4D, so I'll leave this unchecked. And then we'll just hit OK. And here is our model. Now for navigation, we are going to be using the ALT key a lot. So if you hit the ALT key and click and drag with your left mouse button, that is your orbit. If you hold the ALT key down and you right click, that is your zoom, or you could also use your mouse scroll wheel to zoom in and out. And then ALT, middle mouse click will be your pan, so you can adjust your view with using the ALT key and your left, right and middle mouse buttons. Now remember how I said that the material names and the materials that you make in C4D are the things that come through Substance Painter? Well, here in our Texture Set list, you can see all those materials and the material names are loaded up as a Texture Set list in Substance. And you can turn these on or off, like so. And then you can also paint on any layer directly in this layers area here. So just like in Photoshop, there is a default layer, and if you go over to your shelf area over here, you can load up a brush of your choosing. And then you can go down to the properties of the paintbrush and maybe choose your base color here, and you can start directly painting on that model. So if you have the headdress here, you can click on that and start painting on all of those different Texture Set lists here and start painting on their default layers. Substance Painter's real strengths is that it can utilize different aspects of your mesh, like Ambient Occlusion, Curvature, and Normals to help drive different texture effects like, say, grunge or rust. So to have Substance generate those maps, you're going to go and do that by going to Edit, Bake Mesh Maps, and here's where you can choose whatever different type of mesh maps that you want. I don't need the ID, but I need everything else, so we'll bake out the normal, world space normal, Ambient Occlusion, Curvature, Position, and Thickness, and you can also choose the output size. So what is that resolution? You can up that all the way to 8K. Just for demo sake, I'll keep that at 512, and I'll go and just bake selected textures. And you're going to see this is going to go through all of the different texture sets and bake out all of those different mesh maps. So with our mesh maps baked, you can utilize Substance Painter's real strength. It's Smart Materials, which you'll find right here. And a Smart Material is basically a procedural material that can utilize all the baked mesh maps, and you can even generate your own. And while you can generate your own Smart Materials, there are plenty of presets that you can utilize right off the bat here in this shelf area. So let's go ahead and let's try one of the gold armor, and we'll just apply it to the face. And you can see on our head object here, I can delete that default layer, and you'll see this folder. If I click the folder, just give this a little bit more space. You can see all of the different effects that are contributing to this kind of gold armor material. You can see a little bit of noise. If you click on this AO dirt, you can see here's our paint layer and here's the mask layer. So again, just like a Photoshop layer, you can also have your mask. You can click on the mask and see what's happening on that mask. You can see this like effect layer here. Let's see what's going on. So if we look down here, you can see all the way down here what effect here is doing. It's using the World Space Normal, and it's applying a custom grunge map here as well. So if you go in here, you can adjust the histogram position, the contrast, and you can see that's controlling that kind of like grunge noise that we have going on on that layer. We look at the surface details. You can see there is a cloud layer. If I turn that on and off, a cloud layer is basically a type of noise, and then just a little bit of Gaussian blur. So Gaussian blur effects, so you can apply Gaussian blur, all type of effects, just like you can in Photoshop, as almost adjustment layers or effect layers. If I go ahead and delete this gold armor, and I go over to this normal materials area, so we had smart materials. Here's our normal materials. You can see a lot of presets here as well. Now, the difference between smart materials and normal materials is if I drag and drop this gold pure onto our object, you can see it's a single layer. It's not a folder full of different layered effects. So a material is basically like your material node inside of Cinema 4D and Redshift and Octane, where you can choose your base color. You can choose the roughness level, the metalness, and you can even load up different types of noises to control, say, the roughness. So I can load up a Perlin noise, and you can see that's going to be driving the noise. So it's almost like we just plugged in a Maxon noise into the roughness to drive the roughness value here. And we can, of course, go down here, adjust the contrast of that noise. So if you're used to working with third-party renderers and building textures with nodes, this is a very similar type of approach. Let me just go ahead and undo that. Now, remember we baked out those mesh maps to create our own procedural material from scratch? So we have this gold layer. So let's choose something that contrasts the gold. Let's do this iron raw, and we'll place that just above this gold layer. So let's go ahead and create a mask. So I'm going to go right click and add black mask. And if I click on that mask layer, I can right click again and add a generator. Now a generator is a generative effect that you can apply to either your mask or a layer. Now you can see that our generator is empty. So if I click on this little rectangle here, I can load up all of these different type of generator effects. You can see we have dirt, we have curvature. Again, these are different type of effects that are going to be able to utilize all of those mesh maps that we used. So let's just go ahead and choose dripping rust. That should be pretty cool. And you can see exactly what's going on now. And you can see that that is also not only driving the mask on the base color on our diffuse layer, but it's also contributing to our bump channel or our height channel. So you can see with that dripping rust generator, you have the ability to adjust all of these different parameters here. And again, this is controlling the mask and revealing that iron layer on top of our gold layer here. So you can adjust the spreading, the drip intensity. And notice how these effects are being kind of isolated to the curvature areas, the top of our model using the position map. And all those mesh maps are really coming into play here. Now, if you didn't want this to affect, say, your bump layer or your height layer. So if I go to height, I can go over to this actual layer and just bring down the opacity of this layer and get less intensity on that bump map or that height map. I can go back to my base color and you can even adjust the base color of that iron. So a lot of flexibility to be able to go into each individual channel and basically use a bunch of Photoshop layers and effects to control your diffuse, your height, your roughness, metalness and your normal. Now, I can even click on this mask, right click and add a paint layer. And this is where I'll be able to go and use our brushes again. So if I want to add, say, some cracks here, we'll do some cracks and you can see I can paint directly on that mask and kind of grunge up. Let's get a different brush here. So I can paint on here and I'm actually painting black here. If I go down to the brush, go to grayscale and just crank this up to one. This will be the white color. So I'll actually be revealing that iron material here. So you can use both effects and paint directly on a mask to be able to create whatever type of material look that you want. In addition to all the smart materials and material presets you'll find in your shelf, you can access a massive library of even more assets by going to this icon here, which will launch the 3D assets in the Creative Cloud Marketplace. And you can see a bunch of really nice high quality materials here and importing them into substances is as easy as clicking the send to and substance painter. And you can see how that loaded up right there and we can apply directly to our model just like so in addition to the 3D Marketplace on the Creative Cloud desktop app. You can go over to the 3D community assets area, which is a collection of community led 3D assets that is continually updated and where you can search for the exact material that you're looking for as well. So let's go ahead and search for some sandstone, which would be great for the Sphinx. And here you can see some sandstone and some stylized sandstone as well. I'll click on that and see exactly what that looks like. I think that is perfect. So to go ahead and import this into substance, I'm going to download this SPSM file, head back into Painter and to load up that asset, I'm going to go to File, Import Resources and I'm going to click this Add Resource and I'll find where I downloaded that sandstone. You can see I downloaded a few of them here. Let's download this one here. So you'll see this is going to get imported as a smart material. So you have a few different options. You can have this loaded up just in your current session. So if you close out of Substance Painter, it's going to get removed from your shelf or you can have it just live in your project or you can have this stored in your library where you can access it over multiple projects. And I'm going to do just that so I can use it in any other project that I want to work on in the future. So I'll go to Import. And here you can see that sandstone smart material. It's in our smart material library here on our shelf. And I can just drag and drop this directly onto my model. And let me go ahead and delete all those other layers that we were working with. And you'll see just like the other smart material we checked out with that gold armor, we have a folder here. If we click on it, we can un-twirl and see exactly what is inside of this sandstone material. And you can see there's quite a bit of stuff going on. So if we click on some of these masks, we can explore and take apart what is actually going on here. And dissecting smart materials is a great way to understand how substance works and how you can start to develop your own smart materials as well. So if you look at the dark cavities, you can see that there is a blur effect and then a mask editor, which is basically just using a grunge texture for an input. And it's also using all of these different mesh maps to control this orange color being applied to that object. You can see that blur layer. A blur effect is just like a Gaussian blur effect in Photoshop or After Effects, where you can adjust the blur intensity. Let's go ahead and check out a few more of the layers here. So we have a scratch layer. By turn that on or off, you can see exactly what's going on there. And if I click on the mask and see what's driving that mask, you can see that there's this metal edgeware effect that is being applied to it. And you can see that it's using the ambient occlusion and curvature to drive this map, as well as world space and position. You can see all of the different type of parameters we have. So if you want to adjust the wear level, that's basically just controlling how prominent those scratches are. The contrast, you can see the generator that is being used, the metal edgeware. So again, that's just found by searching the generator area here. So let's search for metal edgeware. And you can see that's exactly what was loaded up here. And you can also adjust that scale as well. So smart materials in these generators are a very awesome feature inside of Substance. Very, very powerful. And again, the best way to learn about all the ways you can use all of these different type of effects is to go ahead and dissect all of the different smart materials here. And also on the community led substance page. So I'm just going to make a few tweaks to the colors here because I think this is a little bit too orange. So I'll just the base color, make it a little bit lighter. So remember, at any time, you can go into any material channel and adjust how these effects are affecting, say, your height channel. So if I go into the height channel and go down to this scratch layer, you can see that that is contributing to the bump channel. And I can even bring down the opacity there to maybe half that. And you can also use any type of blending mode just again, just like in Photoshop. And anything that you do here is purely just going to affect what this layer is doing in the materials height channel. So here you can see the final textured version of this pugs things.  And then once I was happy with it, you can actually copy that same smart material to other layers so I can copy this layer, go to the body. Let's just delete this material that was just here. We can right click and paste those layers. You can see that we can just apply the same effect to different objects. And so I did the same thing, copy and pasting it to the ears, the eyebrows, this little headband area here. And one of the cool things is that in addition to copying, pasting materials, let's just say you wanted to create an instance of that face material. I can go to the head. I can right click and I can say copy layer, go to the body. I can right click and I can actually paste the layer as an instance. And what that means is that if I go back to the head and adjust anything here, it's also going to adjust that on the other instance material as well. So this is a great way to create one material, adjust it and have it be applied to multiple areas and automatically update. So just like working with instances in Cinema 4D, you can do the same thing, working with material instances in Substance Painter. Now let's add one last finishing touch.  So to do that, I'm going to go ahead and click on the snake texture set list. I'm going to create a new paint layer. You're going to see that that's going to be loaded up. I'm going to double click on that layer. Type in eyes. And then basically what I want to do is just paint on the bump map or the height map. So what I'm going to do is go over to my shelf over here, load up just the basic hard brush. You can see how big that is. Let's make that just a little bit smaller. We can adjust the size either here or in the properties panel here. You can adjust the size, the flow, the opacity. All these different settings here, the hardness. And we can also paint symmetrically as well. And to activate symmetry, we're just going to click this button right here. You can see that line going down the center. And if I paint, you can see that I painted white, which is the color that's loaded on this brush. And you can see we painted a little bit of height, but I don't actually want to paint any color. I don't want to affect the diffuse or the base color. I only want to affect the bump or the height. So to do that, on this paint properties, you can actually choose which channels you are affecting with this paint brush. So I want to just affect the height. So I'm going to select that and solo that by holding all down and clicking on height. And here is where you can adjust the height level. So are you going to paint a positive bump or a negative bump? I actually want to paint a slight negative bump here. So if I click just once, you can see how we just made like an indent there. Now, if I make a positive bump, make the size a little bit smaller. And if I start painting, you can see I'm actually pushing this outward. And that's a little too sharp. So let me undo all of that. Let's go back to our brush properties. Let's bring the hardness way down and let's go back down to our height. Let's make it a little bit negative. Just the size here. That looks pretty good. I like big eyeballs. I'll make this just a slight bit bigger.  Then we'll make a positive dent. Make the size a little bit smaller for the iris and there you go. Now, that's looking pretty rough for the most part. Let's go and let's add a blur effect to this. And how we can do that is by right clicking on this layer and going to filter. So a blur is a filter. Right now, there is no filter selected. And again, I just want this filter to affect the height. So I'm going to hold the all key down and activate the height. Go to filter and there is blur. And you can see how we can adjust the blur intensity here and make this just a little bit more subtle.  And that blur effect is going to be doing its thing. Now, I would say that's looking pretty good. Another thing we can do is maybe this bump that I have on the chin here is a little bit too sharp. So I can go to the chin texture list here. And I can find this fill layer that has the lines on it. Right click and add a filter here as well. Again, so the height by holding Alt down or option and clicking and let's load up a blur here as well, adjust the intensity. You can see how that smoothed that out really, really nicely. So once you're done with your material, it's time to export out all of your textures so you can start using it inside of Cinema 4D or your app of choice. And to do that, we're going to go to File, Export Textures. And here's where you can choose where your export directory is going to be. You can choose the output template, the file type, the bit depth. You can adjust the resolution. So if you want to export out at 2K or 4K, you can do that here. And then as far as what you want to export, you can use custom output templates. So there's even a Redshift preset here that you can go ahead and load up as well. And that's going to export out and that's going to export out your color, your roughness, metalness, normal height, which is your bump in emission color. Actually, we don't have any emissions. So we can just delete that and we can go to the list of export that will be exporting out as well as the file names. You can see everything's looking pretty good right there. And then to load up that Redshift preset without the emissive, we can go back to settings, go to our output template and just choose that Redshift and we can see the list of exports. You can see the color, displacement, metalness, normal and roughness. That's exactly what we want. Now we can just go ahead and export those materials. Now we'll export all the materials for all of our texture sets, basically all of our objects. And now we can go ahead into Cinema 4D. Now we're back in our original Cinema 4D file with all of our objects and all of our default materials here. And we're going to replace all of these materials that are already applied to our objects with our Redshift material. Or if you wanted to use Octane, you can totally do that. But I'm going to change my renderer to Redshift and I'm going to go to material tools, convert and replace all materials. And this is going to exchange all of our materials, convert them to Redshift based materials. If I double click one of my materials here, you can see there is my Expresso node based Redshift material. Now at this point, all we got to do is go and find all of our materials and load them up. So here you can see here are the materials that are associated with the body. As you can see in the file name itself, I'm just going to select all these materials, drag and drop them into my shader graph. Click Yes. And then at this point, it's just connecting the right nodes to the right inputs. So here we have our body color. I'll go and import that into our diffuse color. See that update in our viewport. Then we have our normal, which we will need a bump map for. So bump map, the inputs, and then we'll choose tangent space normal because this is a normal map and we'll put this into our overall bump input. Now our roughness, we will plug into reflection roughness, displacement height field that will be needing a displacement node. We'll get our displacement here, texture map output directly to the output and into the displacement slot. In metalness, we really don't even need because there are no metallic properties to the actual head. So I can just totally go ahead and delete that. So I'll go ahead and close out of that. Let's go and fire up our redshift render view and let's see what our texture looks like here. So I'll hit play and let's add a light in here. So redshift light, dome light, just some nice even lighting there to see our material. And then to get the displacement working that is in our texture, we will need to navigate to the object that we have the material applied to. Right click, go to render tags, redshift object, geometry, click on override, tessellation and then enable displacement. You can see a little bit updated there, but you'll see that the displacement is now going to be activated on our object. So at this point, we're just going to go and do the same thing with all of these different textures and load up those substance material the same way we did with the body. So after replacing all of those materials and importing all of the substance materials, here is what we got. We got our hugs things with all of the substance material applied to it inside of Cinema 4D, using redshift and looking pretty awesome. Now, manually importing your textures from substance to Cinema 4D for redshift or octane is kind of a pain to having to plug in all those nodes yourself. So there is a plug in that you can purchase on Gumroad from this Lattles Lattles studio, OXA Lattles. Is that the little little C guy? But anyways, you can download this and it's fairly decently priced and this will actually just allow you to import everything automatically. And I think the time you'll save this is actually totally worth it. So definitely check this out. And you can see that it's compatible with a lot of different renderers and it's always updated. So it's always current. Really wish this functionality was built into substance, but at least there is this option here. So here you can see what I ultimately ended up with. And you can see I changed the color of the headdress and the headband, but I mostly stuck with the materials I created in substance. And then I just added the Pugsfinks into this nice sand desert landscape, which you can learn how to create in another tutorial I did. I'll be sure to link that in the description. But I sure am having a lot of fun using substance alongside Cinema 4D to get really nice custom stylized materials. And I can't wait to share more of my journey inside of Substance Painter. And I'm really excited to share all of the things that I learn along with you. Thank you so much for watching. Hope to see you in the next tutorial real soon. Bye bye.


We're getting ready. It is 2020. Time to switch the camera on. Yes, there is a hopes to drive as you've just seen. I've reached some years really that are now past the sell-by date because the new 2020 versions of those clubs are being released. Or are they? And that's the big question. You're going to be sold all kinds of different stories in terms of marketing claims over the next few weeks. People like me will be telling you what manufacturers have said is that their new product releases are going to achieve and make us all the better to play the game of golf. But in reality, we know that that is probably not the case and those claims are going to be fairly exaggerated. But what really do we expect from golf club manufacturers? Their marketing departments have got to build a story that gets you excited, that gets you want to buy their product, that gets their product to be listened to more than their competitor's product. My question in this video is going to be twofold. The first part is going to be around golf club manufacturing and what we expect from them and what we want to hear from them and what we'd like to hear from them. And the second part of video is what impact the governing bodies have had in terms of their limitations that they've set on these club manufacturers right now. So, twofold. Let's start with a first bit. As you know, there's a lot of videos coming your way over the next 70 days. It's going to be two or three weeks of solid product release and there's going to be stories from all those manufacturers, like I said, probably exaggerated stories, telling you how ball speeds are going to increase, forgiveness is going to become an almighty sweet spot, it's going to be massive and we're going to be driving a ball further than we've ever done in our lives. But we know, to be fair to them, that we already know that because of those limitations that we're going to talk about later, that that isn't going to be the case. So we're a bit of a stalemate. But first of all, in terms of the manufacturers, today's season release is the TaylorMade Sim driver and that is shape in motion. That's often a term that is used to describe me on a Saturday night on the dance floor, but in this case it is about the aerodynamics of a driver head and how it's going to become, increase our club head speed and therefore increase ball speeds and go further and ultimately do what we want with any driver that we've got and increase the distance that we drive it. Now, whether that story is true or not and that'll be proved in, you've seen some videos already, mine is coming at 6.45 this evening, this is Monday the 6th by the way, but we do know any gains that are made are likely to be marginal, if at all. And my question is this. First of all, I want your comments down below. What do you want to hear from a golf club manufacturer in terms of their future marketing campaigns? Would you rather a manufacturer come out and say, look, we've got a driver. It's a bit better than last year's. The sweet spot is maybe a little bit bigger than last year's. We think you might be able to drive this ball a yard or two longer than last year's and we've got a new fancy paint job on it and it looks fantastic. Is that first of all a realistic approach for them, for us to expect them to take and is that one that you really want to hear? Or would you rather hear a more exciting story put across, even though it may be one that you start to criticise and you don't believe, but would you rather not hear that hype to generate that excitement and the buzz that effectively is drawing you to watch these videos in the first place? You want to see what the new drivers come out what it's looking like, what it's performing like and that really is generated by marketing hype.  As I always say, marketing is in any kind of industry. No matter where you go, you go into the supermarket right now, if I buy a tube of toothpaste, it's going to tell me my teeth are going to be whiter than white when I start to use it. Reality is, that isn't going to be the case, but for some reason we'll accept certain types of marketing but in golf club manufacturing, it gets absolutely hammered. So what do you want to hear from them? But the second thing is, and I think the bigger part of the question is this, manufacturers have reached limits as far as I'm concerned in terms of product technology. So for me, I've been doing this product testing for about three and a half years. In the first two years, maybe two and a half years even, I've definitely seen changes, progressions in certain areas in terms of the manufacturing and performance enhancements. I definitely believe that was the case. I think of a typical example, what was the big sort of clumb to some game improvements high by in three and a half years ago. Really, lots of forgiveness, lots of ball speeds across the club face. That was achieved in a fairly big low CG. That was achieved in a fairly big profile and something that I did like whatsoever. And I think what they've managed to do, manufacturers in that case now is if you look at Mizuno HMB irons, P790s, Apex from Callaway. I think those three irons there have basically developed what is a super game improvement iron in almost a player's type profile. So we're seeing sort of those gains and those progressions. I'm not sure that in the last year I have seen those type of progressions. And certainly in terms of driver distance we all know that limitations have been set in terms of can we possibly, cannot we, can a manufacturer achieve better results in terms of into the performance in terms of yardages? And the likelihood is I think they're stuck at the limits. And my question is this. It's about the governing bodies, the people that set those limits in place. Should there be clubs made by manufacturers for the pro game and for the amateur game? And the reason I ask is this. I know limitations have got to be set for the pro game because otherwise they're going to be driving 500 yards and course is going to be need to be made longer and longer and to contain them. But for the average golfer one of the most excitable things about golf is hitting the ball as far as we can. It's a very small part of the game but it's a real, we all love the driver and we all love whacking a ball as far as we can. We all love coming to the clubhouse telling somebody how far we hit a ball. It's part of the obsession of golf. It's part of the major excitement to golf and picking up a driver and being able to hit it 20, 30 yards past your existing driver. That's a real exciting thing to happen. And in reality we know right now that isn't going to happen because limitations have been put in place by the governing bodies to say right. That's the limit. You can't go past that. There are certain aspects that you can't increase and we know that in terms of driver distance we're never going to walk now into a shop and we're never going to pick a driver off the shelf that is really going to give us the massive gains that we would like to see to get as excited. Now for me that would do two things. If they lifted the limitation it gives manufacturers a whole new thing to play with in terms of what could they achieve and how exciting can the marketing claims be. They can then be believable marketing claims and ones that if we get told there's 20, 30 yards extra in the new driver that's come out then it's plausible that might have just happened because the limitations have been released. And then it gives the excitement back to the consumer the excitement back to the golfer in that yeah all of a sudden we can hit driver distances that we haven't been able to hit before and that's something to me that is a very exciting aspect of the game and one that has partly been removed from the amateur game and I think that's a big deal I really do and I think that I'm not sure what the negative is because I don't think all of a sudden with the technique and ability and swing speeds for most average golfers we ain't going to all of a sudden be sort of driving par fours I don't think it's going to change things that greatly but I do think it could make some differences where a few of us might get a little bit more excited about new product releases going forward because right now it just feels this year that we're at the limits we're at the limits and maybe we've been there for a couple of years and I think that what happens going forward I'm not quite so sure I'm not sure what's going to happen because yes they're going to keep on releasing products in terms of the product cycles because they want to generate sales that's the manufacturers that is but each year I think that's getting harder and harder for the manufacturer to send out any plausible story that isn't getting completely criticised by the consumer so two parts to the question don't forget what do you want to hear from marketing from the marketing departments of these companies moving forward if all stays as is do you want a more honest more toned down approach to marketing and the second part of the question is should governing bodies be releasing a little bit more back into manufacturers in terms of what they're allowed to do and achieve in terms of producing some product moving forward for average golfers, amateur golfers only there are two questions right I hope you enjoyed this video it is really the warmer pack because like I said every other video that I've got released over the next three weeks is about new product releases so get your comments down below get involved thanks as ever for watching and I'm going to carry on editing over there the other 54 videos I've got in terms of product releases to go I'm getting tired I'm wilting thanks for watching see you soon


All right, first up, we have other sizes of the t-shirt. I don't collect NFTs unless you're talking about nice F and T shirts, and here's Lady Eight in front of a real NFT gallery. We don't do NFTs. We get accused of it. We don't do it. It comes with a special pack of stickers and more. From the share zone. But there's now... And for friends. Yeah. There's now more sizes of the shirt. We have the women's small now. And once again, we don't do NFTs. Okay. Next up, we have a revision for the PCF-8523. It looked like this. Now it looks like this. It used to look like this. And now it looks like this. Basically, we can't get the SOIC version of the RTC, so you might get a version with the HVSON version. It's the same size. It's the same shape. It's the same pinout. It works the same. But it might be just a little bit looking different. But that's because we want to keep stuff in stock and to do that, we have to be flexible with the parts available during the silicon shortage. Yeah. All right. Another revision. This is the ESP32S2 Feather. This one is without the BME 280 sensor on top. I released this. It was cool. I learned that I made a mistake with the low power circuitry. I have corrected the low power circuitry. The board is now re-released. Functionality is the same, but I now have an LDO on the Stem-A-Q-T port. I also turn off the pull-up resistors so it doesn't have it like this current leakage thing. Basically, I'm getting better at doing low power design. This is a new revision that you can pick up. If you do, make sure you're running the very latest, sorry, the very latest circuit Python release code and check the Arduino code because we changed the polarity of the power pin to be from low on to high on. But we have a little snippet of code that no matter whether you have the B version or the C version, it'll work. So if your I-squared-C isn't working, just go check out the code snippet I've got. Put that in there. It'll activate the I-squared-C port whether you have this version or the previous one. Next up. Next up, we get these kind of cool, weird, upside down yoga-doing buttons. These are tactile switches. They're like the standard six by six millimeter and from the top, they look normal. But from the side, you're like, whoa, the pins are going the wrong direction. They're pointing up. These are reverse mount buttons. What are they good for? Well, I guess you would like mount them, pick and place onto the back of a PCB. There's a hole in the front of the PCB and the button knob goes through or the knob goes through and then you can press it without having like with a really flush front. I just kind of found these fascinating and I think other people probably have a use for them and maybe I'll have a use for them. But I always like reverse mount stuff because there's always times where you're like, I need something on one side, but I don't want to pick and place it on that side. I want a flush front. This will do the job for you. Next up. Next up, we've stocked the pie board, the MicroPython pie board, which is the STM32F405 based pie board. Unfortunately, you can't get STM32F405s right now due to silicon shortage, which you've heard so much about. So we tried with the MicroPython folks. I said, well, we do have the PiB lights. These are STM32F11 based boards. They're still quite fast. They're still very powerful. It's pin compatible for the most part with the F405, but it's just a slightly less powerful microcontroller and it's less expensive. That said, if you want to support MicroPython and you want to get a pie board, this will probably do the job for you and we'll keep stocking it for a while and hopefully we'll eventually get the original pie boards in stock as well. Just to rewind for a second. Tabot has named these, I agree. These are the raised roof buttons. Yes. Just had to be said. Party on. We now have the socket plug. I don't know. The opposite polarity of this Molex, Bergmolex connector that is often used for floppy disks and floppy drives and for hard drives. We're doing a lot of floppy stuff and sometimes you have to kind of like power your floppy drive.   And you can provide it five volts, 12 volts and ground. So it's not what plugs into the power supply. It's the thing that provides the power. Next up. Next up, we have a handy Raspberry Pi Pico breadboard from Monk Makes. Simon Monk Makes some really useful stuff. So this is a breadboard, it's a solderless breadboard just like you expect, but it has a twist. On the sides, it has the, in blue and black and red, it has the markings that are the pin numbers like the pin names for the GPIO of a Raspberry Pi Pico. So if you have this like $4 board, one thing that you might have found that's a little annoying is that the pin markings are on the bottom and it was on a breadboard, you can't read them. Well, now when you plug them in, you can see the pin markings right there makes it very easy to align your wiring. What a brilliant, brilliant invention. Yeah. Definitely, I am chuffed. Okay. I think that's the right word. I think you can say that. I'm chuffed. All right, it started a show tonight besides you, Lady Aida, our staff, our team, our community, our customers and everybody watching is. This is a new Stemic UT board. This is the TSC 2007. You can't get the STMPE 610 or 811 anymore. Gotta find a replacement. And this is a really good I squared C resistive touch controller board. It's dead easy to use. There's like only like two registers. You send a command. The code for this is trivial. It's supported by Linux. I wrote an Arduino driver. I wrote a circuit Python and Python driver. You don't need any ADCs. It just gives you the latest touch. There's an interrupt pin that you can monitor that tells you when a touch has been pressed. There's also a little LED that'll light up. You can kind of barely see it down there, the red LED that'll light up. And this is a demo showing on a resistive touch screen it'll work with any four pin resistive touch screen. It gives you a number from zero to 4095 because it's 12 bit readings of X and Y. And then it's your job to remap that to, calibrate and remap it to whatever X and Y coordinates you like. It's semi-QT so it's plug and play. And we also, a lot of resistive touch panels will just plug right into the connector we have at the top there. It's a standard one millimeter pitch FPC. And it's double sided. So you know whether you want to do it upgrade or the other way it'll work if you have to like flip the X and Y. Okay. And did you want to show it off or anything? Or do you want to? Yeah, I can show. Or is this video good enough? The video is good but I still, oh no, this is stuck now. Uh-oh. Oh yeah? Okay, wait. I can do a quick demo. Hold on. Go to the overhead. Yeah, I just did. Let me plug this in. Hopefully it'll work. Okay, so yeah, I've got it plugged in. This is just a friction fit one millimeter plug. Almost every resistive touch screen we've ever seen uses this size and type of plug. It's kind of standard.  And again, it's 12 bit. It doesn't know the size of the screen.  And you can also see little red LED blinking when it detects a touch. So you can, you know, hi, being touched. Okay, great. Very easy to use though. I squirt C, Super Trivial. And again, works with Linux and works with Arduino, works with Circuit Python and more. What? No, no, no, no, no, no, no, no, no, no, no, no, no, no.