I'm continuously impressed by the intentionality of Blender's UI in recent updates. It used to be such a GNU nightmare. Ever since 2.8, you really feel how the developers consider not just how something should look, but why it should look and function a certain way.
The fact that there's a scale slider is enough for me. God how many times I had to scale up or down everything and adjust everything just because of the SSS.
This is actually amazing, I was looking for a tut for how to make a mostly transparent silicone material and this opened up so much more for me. Thanks so much for making this!
Based on the depth of your knowledge of what each adjustment does within the shader nodes; I would love to see you do a series of videos where you focus on certain types of materials, detailing how to get ultra realistic results. Certain materials have always mystified me as to what exactly defines the true accuracy of them. One I have struggled with is Ceramic. Though it would be great to see an entire series that takes on certain similar types of materials at a time, such as metals, (Rough, satin, burnished & polished, along with other heat treated metals such as anodized, etc.) Also things like Brick, some rough, some glazed, etc. Different types of dirt, mud, sand; dry wet, etc. Glass, accurate to real world types of glass, (maybe plexiglass included), some with color tints, or etched, etc. Plastics, Wood, Leather, Cloth, Concrete, Stone, Etc. Water and other liquids like milk, wine, juice, oil, vinegar, etc. Based on all the comments and likes, I am certain I am not the only person who would be interested in such content.
Fyi, Christensen-Burley is the only SSS method that can "melt" an object with different shells together. Quite handy when you're building an say an organic object but you can't or won't model or boolean the whole object into one. If you with the same object is using any of the two Random Walk you will instead get double the SSS where the two shells overlap, so it will look quite dark and just generally wrong. Apparently this is something the devs are going to have a look at and maybe implement for all the different methods, but it might take a while before it happens.
I was always a little bit confused about anisotropic functions. This actually made me understand it better. Thanks. And thanks for the walkthrough on the new SSS settings. It just dawned on me because of this video that I can use an RGB node for the radius inputs. Kind of a “well duh, now that it’s pointed out” moment. :) Literally going to go play with a test character now.
My my.. Thankyou so so much for such a brilliant and easy to understand quick video discussing subsurface. A very crucial element in food and organic modelling in blender. Thanks a ton !
The best video I've ever seen on sub-surface scattering! Most videos I've watched, people just fiddle with the values and either don't explain or don't know what is going on. Now I'm prepared for when Blender 4.0 officially releases! I'm going to turn all my materials into skin! Muahahaha!
5:41 the way you explain the difference between isotropic and anisotropic now I really comprehend why anisotropic is called as anisotropic thank you very much teacher😊 lots of love from India❤
Im really excited to see blender moving to more of an industry standard in how the shaders are handled. Coming from Arnold to Blender was pretty confusing. thank you for the informative video.
Thank you for the very informative video, I really appreciate the time you took to edit and make comparative slides so we can pause and see the differences. Blender is such an amazingly powerful program, and there is so much to learn.
You seem to know a ton about blender + real materials so I think you’re the perfect person to bring this up with- whenever people in general try to make a spandex/silk material in blender they make it a metal- but that’s not technically correct because silk is actually a protein in real life… what is the physically correct way to make silk type materials? I feel like it has something to do with subsurface scattering but I have no idea. Under a microscope silk threads are actually like tiny glass threads that are shaped like a triangle so they scatter the light in a special way, and I don’t think blender is really built to create that kind of a material. Anyways- the specific fabric I’ve been trying to recreate is the red anisotropic looking fabric from the amazing spider-man 2… it’s not technically silk but it’s definitely anisotropicy and velvety yet it’s not velvet.
@@christopher3d475coming back to this so long later, I’ve actually created a really really good physically accurate silk shader since then. It can’t be used on any models basically because it’s so complicated. The problem with silk making it so complicated is actually that the entire appearance of silk is based on caustic refraction. The way I did it was creating a really high poly mesh, adding 6 levels of subdivision, creating a displacement map which mimicked silk (wave texture for the grain of the silk, noise texture, Color ramps) you have to have the wave texture in one direction for the anisotropy instead of doing a grid style weave. Then you add subsurface and transmission and render- looks exactly like real silk. It’s actually insanely accurate. All it needed was real displacement and transmission basically, instead of using the metallic anisotropic shader everyone’s been using for silk until now
Great explanation! However, for the SSS bit on skin, you should have used a 3D model of a hand or an entire arm to better illustrate the point. A shader ball doesn't do a good job of communicating what skin/flesh would look like.
Thanks for the update, I had been looking for how to set color and assumed radius was scatter limit in x/y/z planes. Terrible names. Should be "RGB Scale" and "Radius" rather than "Radius" and "Scale"
Wondering about how maps would affect things like the Weight and hue/"Radius" maps, like would a color map work or would we plug in a grayscale map per coordinate?
This is a excellent tutorial! Very well explained and informative. Do you by chance know the name of the grid that you are using at 11:53? I found it to be very practical but cannot find it online.
Just one question left behind... what does the IOR value in this case? If Anisotropy changes the direction of light-scattering, how is relating to IOR?
It's just like transparent IOR, it causes light to change speed in the material and thus refract. It's also only exposed as a variable for Random Walk (Skin). For skin it's been measured at between 1.3 and 1.5, they default it to l.4. It honestly has the least effect of the parameters. You'll notice more of an effect on lighter tones than darker ones. For instance on the darker skin toned example I showed there was almost no difference between 1.3 and 1.5. There was a noticeable but minor difference on the lighter toned example. It's something you can experiment with though because you never know what specific model or material it could play a bigger role in.
thank u so much Christopher... please can u do an explanation for light path node? i watched 5 light path node and getting hard to understand them to the fullest.. i know this time ill get it because i understand ur way of explanation
Great video, very useful ♡ One thing id really like to ask though, what is that display with a chain icon you have next to the pause render button? Im eager to know 😂
Hi Christopher, since I really love your channel, I want to show you a really useful trick that I developed after studying the behavior of materials in Corona, Octane and Fstorm. Unfortunately Cycles has a very bad glass shader for architecture, but I think I have found the way in which these popular rendering engines work and I have adjusted it to Cycles through a very simple node setup, I have sent it to you by email (as images ) to see if you are interested in sharing it.
It's an impressively odd decision to give zero indication that the Radius values are R/G/B. That said, thanks to your explanations, this is an impressively powerful tool.
Hey there, About radus. The default values are no longer R 1.0 G 1.0 B 1.0 But 1/0.2/0.1. And it seems that they behave differently. Can you comment on this?
@@exploringrvdude7817@exploringrvdude7817 Thanks for the timely response, I did not find better lessons on BSDF and materials in general than yours. I was litery taking notes and replaying them to learn everything.
I am sorry but I can’t really see the utility of having rgb values still displayed numerically in the subsurface scattering. What I get is still a precise color and I don’t have intuitive control over it so I’ll still have to input an rgb node to make it have sense, I just don’t get why it’s default like that
You're not the first person to a strong reaction to this. The good thing is that if you tie an RGB node in the material node editor, the RGB fields disappear and are replaced by a proper RGB color wheel in the main Material Properties area.
I think this is because this isn't really about the color of the object in the normal sense, but instead just how far a color can penetrate an object, and those values can very much be above 1, so having a normal RGB color picker field doesn't really reflect that even though you of course can manually type values above 1, but the average user don't really realise that you can. This is at least how I understand how the devs think, but personally I have also made the same argument as you to them. But apparently they say that they'll at least add Red, Green and Blue labels to those three fields so it's clearer that it is about color depth and not just some vector value as it looks to be now (but really isn't).
Yes this is true, that you can enter values above 1. I prepared a version of the teapot where I used 1 2 1 for the values to emphasize the green, but decided not to use it to keep the time of the video down. @@gurratell7326
No idea how blender principle shader keeps getting worse. This was supposed to plug in and play type of shader, now its a nightmare that dosnt replicate a simple pipeline anymore.
@@christopher3d475 What you mean by "industry" standard? Lets say im making a game model for unreal, i want to slap in my normal, rougness, diffuse, sss and emmision maps. Oh noo, there is no sss color, let me plug in the normal ... oh no, it dosnt work. Its pathethic.
@@christopher3d475 I did, but thats not my point, my point is that its impossible to figure out or preview those information, i had to google what it means and this video showed up The shader whose only goal was to accommodate modern PBR pipeline is now back to being shit and not compatible with what people expect.
I explain on skin with real PBR materials because the blender fails to work in reality skin so you are explaining on solid materials and do not know how to make a realistic human skin on a blender 4 They always make bad updates without explanations😅😅😅😅😅😅😅
I'm continuously impressed by the intentionality of Blender's UI in recent updates. It used to be such a GNU nightmare. Ever since 2.8, you really feel how the developers consider not just how something should look, but why it should look and function a certain way.
Yeah, there's a lot of logic behind the update in the the Principled BSDF in 4.0.
The fact that there's a scale slider is enough for me. God how many times I had to scale up or down everything and adjust everything just because of the SSS.
We are blessed to have you as a teacher :) Thanks for making these Christopher.
An excellent video explaining complicated blender UI controls and their effects.
Thank you so much for this indepth explanation! It lifts the curtain of so many functions that I used to just trial and error my way through!
This is actually amazing, I was looking for a tut for how to make a mostly transparent silicone material and this opened up so much more for me. Thanks so much for making this!
I was lost on recent changes of 4.0, thanks for the in depth explanation !
Christopher that jade type teapot model is gorgeous!
Based on the depth of your knowledge of what each adjustment does within the shader nodes; I would love to see you do a series of videos where you focus on certain types of materials, detailing how to get ultra realistic results. Certain materials have always mystified me as to what exactly defines the true accuracy of them. One I have struggled with is Ceramic. Though it would be great to see an entire series that takes on certain similar types of materials at a time, such as metals, (Rough, satin, burnished & polished, along with other heat treated metals such as anodized, etc.) Also things like Brick, some rough, some glazed, etc. Different types of dirt, mud, sand; dry wet, etc. Glass, accurate to real world types of glass, (maybe plexiglass included), some with color tints, or etched, etc. Plastics, Wood, Leather, Cloth, Concrete, Stone, Etc. Water and other liquids like milk, wine, juice, oil, vinegar, etc. Based on all the comments and likes, I am certain I am not the only person who would be interested in such content.
Fyi, Christensen-Burley is the only SSS method that can "melt" an object with different shells together. Quite handy when you're building an say an organic object but you can't or won't model or boolean the whole object into one. If you with the same object is using any of the two Random Walk you will instead get double the SSS where the two shells overlap, so it will look quite dark and just generally wrong.
Apparently this is something the devs are going to have a look at and maybe implement for all the different methods, but it might take a while before it happens.
That's interesting, thanks for the tip.
I was always a little bit confused about anisotropic functions. This actually made me understand it better. Thanks. And thanks for the walkthrough on the new SSS settings. It just dawned on me because of this video that I can use an RGB node for the radius inputs. Kind of a “well duh, now that it’s pointed out” moment. :)
Literally going to go play with a test character now.
Yeah it's actually pretty cool to tie in procedural or bitmaps into radius, the visual appearance that it gives.
Christopher, you channel is a real gem! Thanks for all this carefully prepared content!
Your videos should be part of Blender's user manual. Thanks for taking the time and effort!
Can't believe I'm watching this wonderful tutorial for fee🎉❤ You are my hero!
My my.. Thankyou so so much for such a brilliant and easy to understand quick video discussing subsurface. A very crucial element in food and organic modelling in blender. Thanks a ton !
watching a video like this feels very much like unlocking in a new skill from a skill tree in a video game
great tutorial
The best video I've ever seen on sub-surface scattering! Most videos I've watched, people just fiddle with the values and either don't explain or don't know what is going on. Now I'm prepared for when Blender 4.0 officially releases! I'm going to turn all my materials into skin! Muahahaha!
Brilliant, especially making anisotropy easier to understand!
innumerable thanks for giving your every valuable tutorial. I respect and love every word you speak in the tutorials.
Thank You So Much For making this Video for Free ❤
5:41 the way you explain the difference between isotropic and anisotropic now I really comprehend why anisotropic is called as anisotropic thank you very much teacher😊 lots of love from India❤
Thank you for a more technical approach at explaining this. Helps me understand it so much more!
Lots of great info here, and you definitely help clear things up. I especially appreciate the diagram of how anisotropy works. Thanks for this!
Im really excited to see blender moving to more of an industry standard in how the shaders are handled. Coming from Arnold to Blender was pretty confusing. thank you for the informative video.
Thank you for the very informative video, I really appreciate the time you took to edit and make comparative slides so we can pause and see the differences.
Blender is such an amazingly powerful program, and there is so much to learn.
Love your teaching style and obvious knowledge in the subject matter.
Sheer brilliance in these videos, thanks Chris
You’re explanation is immaculate bro! Total genius. Thanks for the huge and deep explanation. Moreover blender is making things so complicated 😂😂🤌🤌
The shader tab is my favorite place to be. I'm so excited to try this on human models.
Your channel is a gem honestly
Love the way you explain in your tutorials 🤩. Keep up the amazing work!
You seem to know a ton about blender + real materials so I think you’re the perfect person to bring this up with- whenever people in general try to make a spandex/silk material in blender they make it a metal- but that’s not technically correct because silk is actually a protein in real life… what is the physically correct way to make silk type materials? I feel like it has something to do with subsurface scattering but I have no idea. Under a microscope silk threads are actually like tiny glass threads that are shaped like a triangle so they scatter the light in a special way, and I don’t think blender is really built to create that kind of a material. Anyways- the specific fabric I’ve been trying to recreate is the red anisotropic looking fabric from the amazing spider-man 2… it’s not technically silk but it’s definitely anisotropicy and velvety yet it’s not velvet.
I need to explore silk, there is an anisotropic property to it for sure.
@@christopher3d475 yes please, I wanna know more about it in blender for sure
@@christopher3d475coming back to this so long later, I’ve actually created a really really good physically accurate silk shader since then. It can’t be used on any models basically because it’s so complicated. The problem with silk making it so complicated is actually that the entire appearance of silk is based on caustic refraction. The way I did it was creating a really high poly mesh, adding 6 levels of subdivision, creating a displacement map which mimicked silk (wave texture for the grain of the silk, noise texture, Color ramps) you have to have the wave texture in one direction for the anisotropy instead of doing a grid style weave. Then you add subsurface and transmission and render- looks exactly like real silk. It’s actually insanely accurate. All it needed was real displacement and transmission basically, instead of using the metallic anisotropic shader everyone’s been using for silk until now
Extremely helpful, this is the defintion of a great tutorial!
Great video, thanks for all the explanation! (Also the design on your templates is beautiful)
Powerful knowledge. Can't wait for 4.0😁😁
Excellent video very informative. I'm a little less confused which is saying a lot!!
Really well explained! Thank you :)
Great explanation! However, for the SSS bit on skin, you should have used a 3D model of a hand or an entire arm to better illustrate the point. A shader ball doesn't do a good job of communicating what skin/flesh would look like.
Yeah, I just didn't have anything like that available. I might do a follow up if I can find a good high quality asset to test it on.
Thank you so much for another great video! Can you create a video showing how to create a glass material in blender 4.0?
Awesome tutorial again!
Thanks for the update, I had been looking for how to set color and assumed radius was scatter limit in x/y/z planes. Terrible names. Should be "RGB Scale" and "Radius" rather than "Radius" and "Scale"
8:46 you really believe My Mind by showing this anisotropic phenomenon as an example
Thank you very much for all the info. Your content is really amazing!!!!
Crazy informative, thanks!
11:01 you teacher u just blew my mind
Wondering about how maps would affect things like the Weight and hue/"Radius" maps, like would a color map work or would we plug in a grayscale map per coordinate?
Yes maps work for those channels. I just didn't focus on using maps in favor of just showing the basics of the parameters.
This is a excellent tutorial! Very well explained and informative. Do you by chance know the name of the grid that you are using at 11:53? I found it to be very practical but cannot find it online.
The grid on the ground of the material tester scene? I just made it.
Just one question left behind... what does the IOR value in this case? If Anisotropy changes the direction of light-scattering, how is relating to IOR?
It's just like transparent IOR, it causes light to change speed in the material and thus refract. It's also only exposed as a variable for Random Walk (Skin). For skin it's been measured at between 1.3 and 1.5, they default it to l.4. It honestly has the least effect of the parameters. You'll notice more of an effect on lighter tones than darker ones. For instance on the darker skin toned example I showed there was almost no difference between 1.3 and 1.5. There was a noticeable but minor difference on the lighter toned example. It's something you can experiment with though because you never know what specific model or material it could play a bigger role in.
thank u so much Christopher... please can u do an explanation for light path node? i watched 5 light path node and getting hard to understand them to the fullest.. i know this time ill get it because i understand ur way of explanation
Beautiful buddy...
Again, an AMAZING video.
It's so useful! Thanks
I love your tuts!!!!!!!!!!
OMG what a video, wow 💪
Great video, very useful ♡
One thing id really like to ask though, what is that display with a chain icon you have next to the pause render button? Im eager to know 😂
ua-cam.com/video/jSnLLPQhDsc/v-deo.html It's an awesome addon that synchronizes viewports.
Thanks a lot sir!
Hi Christopher, since I really love your channel, I want to show you a really useful trick that I developed after studying the behavior of materials in Corona, Octane and Fstorm. Unfortunately Cycles has a very bad glass shader for architecture, but I think I have found the way in which these popular rendering engines work and I have adjusted it to Cycles through a very simple node setup, I have sent it to you by email (as images ) to see if you are interested in sharing it.
good stuff
It's an impressively odd decision to give zero indication that the Radius values are R/G/B. That said, thanks to your explanations, this is an impressively powerful tool.
Yeah, many of us have suggested they add labels.
in principle bsdf, having subsurface + normal maps render the mesh with flat surface, is it still persisting?
love you
why does it seem to not work at all all the sliders seem to do nothing for me in cycles
Hey there, About radus. The default values are no longer R 1.0 G 1.0 B 1.0 But 1/0.2/0.1. And it seems that they behave differently. Can you comment on this?
Looks like they've just changed the default values to be more skin like. But the functionality is the same.
@@exploringrvdude7817@exploringrvdude7817 Thanks for the timely response, I did not find better lessons on BSDF and materials in general than yours. I was litery taking notes and replaying them to learn everything.
now in 4.0 scattering is going to be over complicated for many people, rgb is not as intuitive as a color value, just pick a color for your scatter...
this is a guy who cuts all the firewood and wrangles the cattle before dawn lol
I miss the subsurface color
I am sorry but I can’t really see the utility of having rgb values still displayed numerically in the subsurface scattering. What I get is still a precise color and I don’t have intuitive control over it so I’ll still have to input an rgb node to make it have sense, I just don’t get why it’s default like that
You're not the first person to a strong reaction to this. The good thing is that if you tie an RGB node in the material node editor, the RGB fields disappear and are replaced by a proper RGB color wheel in the main Material Properties area.
I think this is because this isn't really about the color of the object in the normal sense, but instead just how far a color can penetrate an object, and those values can very much be above 1, so having a normal RGB color picker field doesn't really reflect that even though you of course can manually type values above 1, but the average user don't really realise that you can. This is at least how I understand how the devs think, but personally I have also made the same argument as you to them.
But apparently they say that they'll at least add Red, Green and Blue labels to those three fields so it's clearer that it is about color depth and not just some vector value as it looks to be now (but really isn't).
Yes this is true, that you can enter values above 1. I prepared a version of the teapot where I used 1 2 1 for the values to emphasize the green, but decided not to use it to keep the time of the video down. @@gurratell7326
No idea how blender principle shader keeps getting worse.
This was supposed to plug in and play type of shader, now its a nightmare that dosnt replicate a simple pipeline anymore.
It's actually more in alignment now with industry standard implementations for material properties and functions.
@@christopher3d475
What you mean by "industry" standard?
Lets say im making a game model for unreal, i want to slap in my normal, rougness, diffuse, sss and emmision maps.
Oh noo, there is no sss color, let me plug in the normal ... oh no, it dosnt work.
Its pathethic.
Plug SSS Color maps into subsurface radius. The 3 values there are RGB channels. Have you tried that yet? @@googleslocik
@@christopher3d475
I did, but thats not my point, my point is that its impossible to figure out or preview those information, i had to google what it means and this video showed up
The shader whose only goal was to accommodate modern PBR pipeline is now back to being shit and not compatible with what people expect.
😀🙏❤⏱
i will stay with 3.6 for eternity , these changes are not backward compatible all of our libraries will going to extinct
I explain on skin with real PBR materials because the blender fails to work in reality skin so you are explaining on solid materials and do not know how to make a realistic human skin on a blender 4 They always make bad updates without explanations😅😅😅😅😅😅😅
Obrigado por nos oferecer essas informações valiosas!