Thank you for this, which is something to really look forward to using in 4.3 when it is released. This is definitely a video to watch several times over.
Your videos are so important! I work with Blender in real production, and the theoretical knowledge that you describe helps me improve some aspects of 3D visualization for commercial products. Thanks!
Predicting you will get some "Great visuals, i still dont get it" comments, but this is anyway a great resource. I have tried explaining simpler concepts in class and can tell it's ex-treme-ly challenging. Light and eyes are just weird, nothing we can do about it
It will never cease to cause me conflict that cooler lights are called warmer and warmer lights are called cooler, especially when explicitly mentioning black body radiation. Having said that, thanks for the video!
AMAZING! thanks a lot, I finally understood why white balance number would change opposite of what I had in mind. I always thought why 5000k makes the image cooler while it's going into the realm of warm colors. and the tint I didn't know as well. it had seen it in camera raw in photoshop but never knew the fundamentals. Thanks a lot!
Not gonna lie, this is extremely welcome addition, and I have been waiting for this obviously fundamental (why was it not implemented before..?) feature for years. It was frustrating selecting correct white balance value for the scene lamps based on the real-life lamps datasheet, just to realize the white balance of the whole scene will be ruined without an easy way of fixing it.
Another fantastic and very instructive video, Christopher! I can only hope to become half as a knowledgeable as you are with 3D one day. (On that note if you have any recommended readings, I would love to know your references 🙏)
Great we get CRI levels and CCT implemented. Will we get special spectrum distribution of light as a curve? So you can have one quality light for example a sun into the room through a window and then some cheap LEDs with CRI80. Love to see that in blender as light technician. BTW CIE color chart has has newer better version from 1976 but everyone just sticks with the one from 1931..
I suspect some of these more advanced lighting options would be dependent on having Cycles converted into a full spectral renderer. I don't know where that's at, but I do know you really need spectral rendering for proper support of some light types to do it right.
@@christopher3d475 maybe you could achieve that with rendering lights in groups of artificial light and sun and then correcting the profiles separately. But it is all theoretical to me, I am just using blender for fun now and 3d projects. And I would like to say that I relax while at it, but all the time.
Thank you this is really an excellent video. Thank you for explaining white balance so well, both technically and practically. As a photographer I'm very much looking forward to this. To me its use is slightly limited in its current location. I've not looked it up myself, but, do you happen to know if this will be available as a competitor node too, the same as how we have a colour space conservation node? I'm assuming it would need to be applied before colour space conversion, or perhaps part of the same node? Thanks again for this very helpful video.
ULLL I always thought that neutrals was 5.500K - This will change my renderings. Anyway - to play with WB will be fine, because I play a LOT the warm versus cool Lighting. And sometimes I go overboard to simulate the sky light - going up to 15000 K. Just to mention, a professional teamate asked me about which HDRis I was using and I sayd: I don´t use it! And he was shocked!! Cause he thoght there was! If you know what you are doing with lights - there is no need to use HDRis. Thank you Chris!! Hugs from Brazil!!
There are different neutrals for different situations, that's why you will see D50 used for some things. For digital, like in Blender's native internal white point, or monitor calibration, D65 is what's relevant.
Great fundamental addition with this update! I still wonder if there is any difference between tweaking white balance and doing that at color grading stage? (by choosing a shadow / medium / bright tint, warmness etc). Does it affects only lights, or the whole pixels of the rendering? (because if it affects everything, it's just like post processing). Generally, I prefer to render my animation the most neutral possible in EXR format so I can after do color grading on a neutral base in external software like DaVinci Resolve, because if I directly render my image sequence with color adjustments, and then realize my colors are off, I need to re-render again my animation so it takes ages to iterate, that is not viable for an efficient pipeline. If I render neutral and then colorgrade my image sequence, I can stay free and have no need to re-render again. Again, thanks for the clear video showing this great addition!
The white point is like applying a view transform. It's applied to the raw linear color data. So if you save your files as raw EXR, they are untransformed and can be color graded and transformed after saving.
The curves input is what I have been using for years, lacking while balance setting. Sample a lights color you want to neutralize, switch the lonesome RGB/ColorMix node to HSV, set the Value to 1, set Saturation a little bit lower from sampled if you want to keep some of the color cast (completely neutralizing indoor lighting doesn't look pleasant), switch the node to RGB mode and copy each color component into the curves white point. Ridiculous and time consuming process. I also use the same color input to drive neutralization of displays and monitors. Suggestion of improvement; introduce a tint control in the blackbody node (should also be in compositor), and a switch to lock it to the global white balance setting. But my node group is global without inputs, connected to everything relevant, so for me it's not that much of a hazzle. I guess I can make due. At least its far better and more intuitive control than adjusting the curves white point using above mentioned time consuming procedure. On using HDRIs; how do you know they are neutralized to D65? Can't say for sure, because I don't have the Exifs, but I have a feeling the ones I have are white balanced for the shoot at hand in order to make them "look better" instead of keeping color integrity. I would suggest using Nishita sky instead, possibly in Sky only mode, in order to truly emphasize the deal with mixed lighting. 3000K for indoor lights is okay, but they depend on use case (I'd probably want 3000-3500K for kitchen cabinet) and even geography; here "cozy" indoor lights are typically as low as 2700K, some as low as 2500K. As long as they don't compete against a sun, high or low, but a clear or overcast sky, that has a dramatic impact. If you want to keep the lumimaries in the warm temperatures, while also neutralizing the deep blue overcast sky, we *can* achieve this by tinting the windows. Again, some additions to the color temperature node would be welcome.
Blender 4.3 is currently in alpha. It's a very long way to go until LTS. WB can be interesting for animation but for archviz stills, you are still better off setting WB in PS. It's one click in the RAW converter.
4.3 is slated to be released in mid-November, so not that far off. It's not uncommon for content creators to produce videos demonstrating upcoming features.
@@christopher3d475 At first I thought you intentionally put that there, because it shows up at around 5:30, but later I saw that it comes like that with Blender. Yeah, but that number triggers a strong memory in me as well.
The recent videos from Chris has been like back to back Block Busters which I can't get enough of them. Thanks Chris and Thanks Patrons!
Banger after banger! I can't get tired of the top quality tutorias and explanations on this channel
@@proceduralcoffee im refering to the videos but ok... you can hate on what you desire ✨️
This video is absolute gold. It didn't just clarify these blender changes but so much more.
Best channel for Blender on YT that explains topics at the highest didactic level for blended learning. Thanks for your effort and time!
Thank you for this, which is something to really look forward to using in 4.3 when it is released. This is definitely a video to watch several times over.
Finally there's someone like you making this type of videos!
That is the best explanation of the kelvin scale I've ever seen, also good note about the neutralising of the colour tone. Great upload!
If I had these videos in 2007, when I started in computer graphics... I'm glad to see this level of content!
Your videos are so important! I work with Blender in real production, and the theoretical knowledge that you describe helps me improve some aspects of 3D visualization for commercial products. Thanks!
Excellent news! Thanks for the mini lecture!
serious game changer - thanks for the in-depth runthrough
Damn. how the hell didn't i find this channel before. THIS IS AMAZING. not only learning blender, but LEARNING PHYSICS TOO
Thanks professor Chris!
It's a course and a gift at the same time
😋🤓🤩
And thanks Blender community for this wonderful tool!
Thanks for these, knowing the details helps give an overall idea of what is happening.
Predicting you will get some "Great visuals, i still dont get it" comments, but this is anyway a great resource. I have tried explaining simpler concepts in class and can tell it's ex-treme-ly challenging. Light and eyes are just weird, nothing we can do about it
Yes, indeed light is an odd beast.
Really interesting. I'm looking forward to this feature in the next release.
Thank you for this very helpful demonstration!!
So much more than mere blender tutorials! 😮
It will never cease to cause me conflict that cooler lights are called warmer and warmer lights are called cooler, especially when explicitly mentioning black body radiation.
Having said that, thanks for the video!
Chris you are really the best teacher
AMAZING! thanks a lot, I finally understood why white balance number would change opposite of what I had in mind. I always thought why 5000k makes the image cooler while it's going into the realm of warm colors. and the tint I didn't know as well. it had seen it in camera raw in photoshop but never knew the fundamentals. Thanks a lot!
this is awesome, waited along time for this! i always had to calculate away from D65 🙈
Not gonna lie, this is extremely welcome addition, and I have been waiting for this obviously fundamental (why was it not implemented before..?) feature for years. It was frustrating selecting correct white balance value for the scene lamps based on the real-life lamps datasheet, just to realize the white balance of the whole scene will be ruined without an easy way of fixing it.
Yep. Better late than never I guess.
Love this development!
Awesome stuff! Thanks for the video.
Great video, as usual 😊
I wish I could hug you, thanks man!
very informative!
damn--this is a crucial video--THANKS
Another fantastic and very instructive video, Christopher! I can only hope to become half as a knowledgeable as you are with 3D one day. (On that note if you have any recommended readings, I would love to know your references 🙏)
Really awesome tutorial, Thank you!
Always amazing content! Thank you :)
Thank you very much!
Great we get CRI levels and CCT implemented. Will we get special spectrum distribution of light as a curve? So you can have one quality light for example a sun into the room through a window and then some cheap LEDs with CRI80. Love to see that in blender as light technician. BTW CIE color chart has has newer better version from 1976 but everyone just sticks with the one from 1931..
I suspect some of these more advanced lighting options would be dependent on having Cycles converted into a full spectral renderer. I don't know where that's at, but I do know you really need spectral rendering for proper support of some light types to do it right.
@@christopher3d475 maybe you could achieve that with rendering lights in groups of artificial light and sun and then correcting the profiles separately. But it is all theoretical to me, I am just using blender for fun now and 3d projects. And I would like to say that I relax while at it, but all the time.
I love your videos. True quality content.
Beautiful :O!
Thank you this is really an excellent video. Thank you for explaining white balance so well, both technically and practically. As a photographer I'm very much looking forward to this. To me its use is slightly limited in its current location. I've not looked it up myself, but, do you happen to know if this will be available as a competitor node too, the same as how we have a colour space conservation node? I'm assuming it would need to be applied before colour space conversion, or perhaps part of the same node? Thanks again for this very helpful video.
I just had to subscribe
Awesome!
Amazing explanations!
Excellent!!
👍
ULLL I always thought that neutrals was 5.500K - This will change my renderings. Anyway - to play with WB will be fine, because I play a LOT the warm versus cool Lighting. And sometimes I go overboard to simulate the sky light - going up to 15000 K.
Just to mention, a professional teamate asked me about which HDRis I was using and I sayd: I don´t use it! And he was shocked!! Cause he thoght there was!
If you know what you are doing with lights - there is no need to use HDRis.
Thank you Chris!! Hugs from Brazil!!
There are different neutrals for different situations, that's why you will see D50 used for some things. For digital, like in Blender's native internal white point, or monitor calibration, D65 is what's relevant.
great video ♥
Great fundamental addition with this update! I still wonder if there is any difference between tweaking white balance and doing that at color grading stage? (by choosing a shadow / medium / bright tint, warmness etc). Does it affects only lights, or the whole pixels of the rendering? (because if it affects everything, it's just like post processing).
Generally, I prefer to render my animation the most neutral possible in EXR format so I can after do color grading on a neutral base in external software like DaVinci Resolve, because if I directly render my image sequence with color adjustments, and then realize my colors are off, I need to re-render again my animation so it takes ages to iterate, that is not viable for an efficient pipeline. If I render neutral and then colorgrade my image sequence, I can stay free and have no need to re-render again. Again, thanks for the clear video showing this great addition!
The white point is like applying a view transform. It's applied to the raw linear color data. So if you save your files as raw EXR, they are untransformed and can be color graded and transformed after saving.
The curves input is what I have been using for years, lacking while balance setting. Sample a lights color you want to neutralize, switch the lonesome RGB/ColorMix node to HSV, set the Value to 1, set Saturation a little bit lower from sampled if you want to keep some of the color cast (completely neutralizing indoor lighting doesn't look pleasant), switch the node to RGB mode and copy each color component into the curves white point. Ridiculous and time consuming process. I also use the same color input to drive neutralization of displays and monitors.
Suggestion of improvement; introduce a tint control in the blackbody node (should also be in compositor), and a switch to lock it to the global white balance setting. But my node group is global without inputs, connected to everything relevant, so for me it's not that much of a hazzle. I guess I can make due. At least its far better and more intuitive control than adjusting the curves white point using above mentioned time consuming procedure.
On using HDRIs; how do you know they are neutralized to D65? Can't say for sure, because I don't have the Exifs, but I have a feeling the ones I have are white balanced for the shoot at hand in order to make them "look better" instead of keeping color integrity. I would suggest using Nishita sky instead, possibly in Sky only mode, in order to truly emphasize the deal with mixed lighting. 3000K for indoor lights is okay, but they depend on use case (I'd probably want 3000-3500K for kitchen cabinet) and even geography; here "cozy" indoor lights are typically as low as 2700K, some as low as 2500K. As long as they don't compete against a sun, high or low, but a clear or overcast sky, that has a dramatic impact.
If you want to keep the lumimaries in the warm temperatures, while also neutralizing the deep blue overcast sky, we *can* achieve this by tinting the windows. Again, some additions to the color temperature node would be welcome.
Quick clarification, the default white balance is actually 6500k, 10.0 tint, both on new and old files.
That's true, it's a very small fractional difference from the actual D65 preset which is 6502k and 9.8. They're both functionally the same.
This feels like using a real camera with real lights. 😀
Blender 4.3 is currently in alpha. It's a very long way to go until LTS. WB can be interesting for animation but for archviz stills, you are still better off setting WB in PS. It's one click in the RAW converter.
4.3 is slated to be released in mid-November, so not that far off. It's not uncommon for content creators to produce videos demonstrating upcoming features.
Is using this any different than setting white balance in post processing? Awesome video, as always, thank you!
Less hoops to jump through, integrated right into color management. Easier to use.
good white balance is about 1-2 Teyquons per 100000 Kyles
Do you need to have these values set before rendering, or can you make changes to the white balance afterward?
You can make changes after the render is done, no need to re-render or have the values set before starting the rendering.
@@christopher3d475 That’s what I hoped. Cool. Thanks!!!
How would you use the eye dropper for this?
It allows you to sample a color that becomes the white point.
I hate being colorblind.
6502 reference
Yeah, I kinda wondered about that also, my first computer had a 6502.
@@christopher3d475 At first I thought you intentionally put that there, because it shows up at around 5:30, but later I saw that it comes like that with Blender. Yeah, but that number triggers a strong memory in me as well.
Finally, they shouldn’t brag about it since it would sound like apple bragging about latest and greatest c type charging port
to be fair they dont
or yk you couldve gotten photographer 5 like a year or 2 ago and had WB setting in the viewport
Yes, but now everyone gets it built into the core application without having to hunt down for an addon they have no idea exists.
@@christopher3d475 very true. photographer 5 is in my top 3 blender addon cause the regular camera is soo ass lol
all update is nothing. it can't handle heavy project.