To future viewers: if you're using Blender 3.5+ and can't find the Mix RGB node (seen around 4:55) then look under Color -> Mix Color. Great tutorial, it fixed my glass issues 👍
Really brilliant tutorial. I’ve searched for this for days and suffered dozens of dreadful videos on the subject. This is the only one that shows a proper understanding AND explain it intelligibly. But there is a serious omission - fresnel reflection, which is an essential property of glass. Please include this in an update. Thank you.
Fresnel reflections are already calculated automatically in the principled BSDF shader, you just need to adjust the IOR, there's no need to mix gloss and fresnel nodes unless you want to adjust the colour of the reflection.
I watched till close to the end before I saw the colored balls bouncing down the stairs, lol! Great work explaining the settings and your thinking behind them. I've seen about 15 different ways to model "fealistic" glass in Blender and they can vary widely. I like the level of control I have using your approach. Liked and Subscribed!
Amazing tut! Thank you very much for the glass node! Glass in Blender is a notoriously difficult material, but with this node and new caustics in Blender, I'm looking forward to what can be done!
Great tutorial! But as far as window glass goes, they tend to reduce light by about 50%, so turning off shadows completely would be for optimization reasons, and not for realism.
Super awesome tips !! Would love to have one video guide for you about render setting for some scenarios including archviz - photorealism and the most important thing how to cheat it LOL . Super thanks
If volume isn't working for you, you might need to increase the number of max bounces for volume in the Render Properties tab | Light Paths | Max Bounces
Amazing .. Please make a video for creating a "Windowed candy packaging" that Some parts of the candies can be seen from it .. Please .. I want to know the right way
Gold content! Ty for sharing! Edit: I have a trick using material index, I think, to make the edge of the glass sheets more realistic, like bathroom shower glass, railings etc. Its nice cuz is cheaper for rendering. But probably you can figure out a better way to do it, maybe using fresnel to fake it.
Hey thanks for the super useful tutorial! I have noticed another strange behaviour of the glass in cycles. When you intersect twho glass objects with the same IOR, and you render them with corona renderer, they behave like it was one solid single object, if you do it with cycles, you still see the intersected part as if it was inside the other glass, but this is physically inaccurate because if the objects has material continuity (no air gap inside) they should behave like in Corona, do you know if there is a way to force this behaviour also in cycles?
@@imeshh Yeah, they're working on some other improvements for glass in the upcoming Principled V2 shader. I believe they're supposed to be adding proper absorption to it, but one other thing that is fixed is energy preservation for very rough glass. 3.5 will be an incredible update with it, especially since PV2 will have proper energy conserving materials.
Hi! Do you you use plane or box for your glass in window? I found: „You will need to either model the glass as it is built in real life (with thickness) or skip the glass shader and replace it with a glossy/transparent mix”. What is better for windows? Thx.
For window glass, I would make sure it is a box (not just a plane with no thickness), I would then use a simple glass node with a lightpath node to hide the diffuse and shadow rays. This can be done with this glass shader (available in the description), if you turn off any absorption and turn the shadow down to 0
To future viewers: if you're using Blender 3.5+ and can't find the Mix RGB node (seen around 4:55) then look under Color -> Mix Color.
Great tutorial, it fixed my glass issues 👍
AWESOME! The principled volume gave me a step further. I was just using the volume scatter, and IDK why I did not look after this one! THANK YOU!!
This video is underrated, great tutorial btw
Really brilliant tutorial. I’ve searched for this for days and suffered dozens of dreadful videos on the subject. This is the only one that shows a proper understanding AND explain it intelligibly. But there is a serious omission - fresnel reflection, which is an essential property of glass. Please include this in an update. Thank you.
Fresnel reflections are already calculated automatically in the principled BSDF shader, you just need to adjust the IOR, there's no need to mix gloss and fresnel nodes unless you want to adjust the colour of the reflection.
I watched till close to the end before I saw the colored balls bouncing down the stairs, lol! Great work explaining the settings and your thinking behind them. I've seen about 15 different ways to model "fealistic" glass in Blender and they can vary widely. I like the level of control I have using your approach. Liked and Subscribed!
Amazing tut! Thank you very much for the glass node! Glass in Blender is a notoriously difficult material, but with this node and new caustics in Blender, I'm looking forward to what can be done!
Great tutorial! But as far as window glass goes, they tend to reduce light by about 50%, so turning off shadows completely would be for optimization reasons, and not for realism.
incredibly helpful tips - thank you
Super awesome tips !! Would love to have one video guide for you about render setting for some scenarios including archviz - photorealism and the most important thing how to cheat it LOL . Super thanks
So good, your videos are always on the mark. Thankyou iMesh.
I enjoy the tips, keep it up.
Many thanks for these useful tips. It was always a complex issue on my scenes. Especially on windows.
Thanks man, great video I learned a lot in these 13 minutes.
Thanks for this tut and your great library!!! How do i get control over the strength of refelction on this glass :)
If volume isn't working for you, you might need to increase the number of max bounces for volume in the Render Properties tab | Light Paths | Max Bounces
Amazing .. Please make a video for creating a "Windowed candy packaging" that Some parts of the candies can be seen from it .. Please .. I want to know the right way
where have you been this is amazing
Fantastic video :)
every time you say welcome to this imesh video i hear welcome to this Amish video 😂
This help me a lot!!!!
Gold content! Ty for sharing! Edit: I have a trick using material index, I think, to make the edge of the glass sheets more realistic, like bathroom shower glass, railings etc. Its nice cuz is cheaper for rendering. But probably you can figure out a better way to do it, maybe using fresnel to fake it.
Wonderful. Thank you.
Hey thanks for the super useful tutorial!
I have noticed another strange behaviour of the glass in cycles.
When you intersect twho glass objects with the same IOR, and you render them with corona renderer, they behave like it was one solid single object, if you do it with cycles, you still see the intersected part as if it was inside the other glass, but this is physically inaccurate because if the objects has material continuity (no air gap inside) they should behave like in Corona, do you know if there is a way to force this behaviour also in cycles?
Nice tutorial ✌️
So good!
Well done :O)
I inserted glass in frames and a black patch appears in material display. Blender 3.6, Not noticed in the render display.
The shadow-in-glass issue is fixed with the new Path Guiding mechanism in 3.4.
This generally will fix a lot! Incredible update
@@imeshh Yeah, they're working on some other improvements for glass in the upcoming Principled V2 shader. I believe they're supposed to be adding proper absorption to it, but one other thing that is fixed is energy preservation for very rough glass. 3.5 will be an incredible update with it, especially since PV2 will have proper energy conserving materials.
Ohh thanks you!!
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Blender had caustics for quite some time; what was added recently was just a sorta cheat to calculate caustics inside shadows much aster
Hi! Do you you use plane or box for your glass in window? I found: „You will need to either model the glass as it is built in real life (with thickness) or skip the glass shader and replace it with a glossy/transparent mix”. What is better for windows? Thx.
For window glass, I would make sure it is a box (not just a plane with no thickness), I would then use a simple glass node with a lightpath node to hide the diffuse and shadow rays. This can be done with this glass shader (available in the description), if you turn off any absorption and turn the shadow down to 0
@@imeshh thank you :)
how to install this package in blender
Hello i tryed this glass but i didn't have any caustic
For caustics you may need to enable the shadow
thx !
Are there colored balls going down the stairs?
Haha yeah, i have an infinite ball supply
Thanks
Compositor is the enemy no1 for the CPU, they should make it fully GPU based system. because of that alone i never use that.
That is actually coming in one of the next blender releases, there is an experimental build with it ATM :)
@@imeshh wow NICE, Thanks man