Blender3 6 vs 4 0 BSDF

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  • Опубліковано 24 жов 2024

КОМЕНТАРІ • 8

  • @plolygon
    @plolygon 11 місяців тому +1

    I'ts unbelivable to still have to create a set up for a simple material like glass. Thanx for the vidéo !

  • @PrometheusPhamarus
    @PrometheusPhamarus 9 місяців тому

    You are just missing to use light falloffs.
    for blender 3.6, your principle shader can be left alone, go to the sunlight and activate use nodes for the light, it will create an emission node for the light output, I would hower remove the emission node and instead add the node color/lightfalloff, plug the quadratic ouput to the surface input of the Light ouput, it needs a proper quadratic fallof.
    This will allow for the light to proper shine through.
    If you instead of using simple ordinary background color, if you click on the color tab for that, you can choose the sky texture, which ads the nishita model automaticly, this one do not need any additional light falloff, what you need to do is turn of any other added sunlight, and use only the skytextures sun intensity.
    This should give you a more realistic sunlight outside the window.
    If you use Area light nearby the window, you also need to use nodes for it, and a light fallof, unlike the sunlight though, it doesn´t require quadratic fallof, just a light falloff
    Same with emission shapes, you probably need the same falloff emission for that if you use that instead of lights.

    • @TheLightWaveGuy
      @TheLightWaveGuy  9 місяців тому

      That's too much effort for a simple pane of window glass! :) What happened to physically based rendering? :)

    • @PrometheusPhamarus
      @PrometheusPhamarus 9 місяців тому

      @@TheLightWaveGuy
      It´s just the alpha that is weirdly set to 100 percent, non transparent, you would as a lightwaver expect that to be 100 percent transparent, while in lightwave that would correspond to a 0 percent transparency, so you would basicly for the principle shader need to adjust the alpha.
      Otherwise you would use the skytexture and the nishita model, then it should all work, since that is physicly based.
      The sunlight, area light, in lightwave those ones are by default more physicly correct, that is with a falloff setting, in blender..the other lights apart from nishita sun, are not physicly correctly set up.
      You could perhaps just script it add a new sunlight that has that active, if there isn´t already any addon for that, so that would then still just mean you need to adress the alpha.
      Then again, you should just adjust that alpha, and add to your asset browser for a proper window material, then there should not be any issue I think.

    • @PrometheusPhamarus
      @PrometheusPhamarus 9 місяців тому

      There may be some other issues with the principle shader and glass, and that is the roughness effect that should affect the IO blur, in Lightwave this works pretty galantly, in blender I seem to have issues with this.

    • @PrometheusPhamarus
      @PrometheusPhamarus 9 місяців тому

      I may have been a bit wrong about the lights, it seems so unpredictable though, depends on wether you add sunlight directly, or if you ad a light and change type etc, seems it´s not consistent in how it changes it´s properties in blender.
      But otherwise it seems that it should be necessary to make the use of nodes, sometimes, it´s wonky.
      If you are to use a sunlight though, I would recommend to add it from the menu instead of changing a pointlight to a sunlight, or use the nishita skymodel and it´s light.
      For area lights, it seems it works sometimes, and sometimes not.
      Guess I have to work more on this to see why it sometimes work and sometimes not.

  • @joelaughlin3804
    @joelaughlin3804 11 місяців тому

    Imeshh has an advance glass shader that works better.

    • @TheLightWaveGuy
      @TheLightWaveGuy  11 місяців тому +2

      Yeah I saw that in one of their UA-cam vids. My point of the video though is that this should be totally unnecessary today and was supposedly been taken care of with a new BSDF shader in v4.