I’m not sure how involved you are with the development of Blender but you’re doing a great service to both the dev team and the Blender community by explaining these features so well. Thanks!
I have watched thousands of video tutorials throughout my 18+ years of CG career, and very few instructors can inspire and keep you as engaged in the lessons as you do. Amazing job, keep it up.
I have seen three of your videos about 4.0 today -- and I want to thank you! You are a brilliantly lucid explainer, you speak extremely clearly and your visuals concretize the theory excellently. Thank you!
brain started to melt with all the information, but it was well documented with visual aid and explanation. lookng forward to 4.0 and more changed to come! 🥰
Very well explained. The adjustment is also a step toward industrial standards, as every as render has this kind of shaders, making it easier in the future to switch shaders. Also the UI change and remembers more to what Redshift and Octane looks like in Blender. There is a lot more that need to happen in Blender, like Layer, Hierarchies, Groups etc.. but it shows that the took care about the main critics
Thanks for sharing all this great info about the 4.0 changes in your recent videos! As a casual hobbyist I probably would have missed the true significance of these features but now I'm very excited for the update.
These technical videos are very important, It will be helpful if you keep doing this with other topics as well. These subtle tweaks change the looks a lot. Thanks a lot.
I have been looking at various car shader tutorials and this is the best I have seen so far. I still don't toally understand, but am getting there :)
Рік тому+1
Soon you'll have 10k subscribers. Congrats! Well deserved 👍
Рік тому
Oh, and BTW: In the latest 4.1 Alphas, the Coating and Sheen weight is being clamped to a max of 1.0 (even if the interface still allows higher numbers).
Beautifully explained, thank you. Just discovered your channel two days ago and have been going through your back catalogue one by one. Your method of first explaining the underlying mechanics, then demonstrating things via comparisons makes the learning much more 'sticky' than the usual tutorials.
Fantastic video. Both for the well presented information and the wonderful complete lack of music, an unwanted talking head, constant hand grabs at the screen for every editing restart and whoop whoop noises. If I was not already subbed, I would do so. Loving all these 'Professional grade' improvements Blender is getting.
the intro image in the video is simply stunning, Chris you are a hard core professional user for Blender, very inspirational videos, really learn something here :) Please keep sharing more
Your content is always well researched and articulated. I look forward to you videos. In the last several years that I have taken blender much more seriously, I haven't seen anyone else point out the actual real life implications of the various settings, and the way Cycles is being re-written to be more accurate.
i think that to show the significance of the energy conservation, you should do a white furnace test as it shows pretty clearly that energy conservation is broken (the silhouette being brighter than the env light). showing it in effect on regular scenes doesn't really show how important energy conservation is because it just simply looked like things become darker
I did an entire video on the energy conservation problems in 3.X. But I should link to it in the description. ua-cam.com/video/kgORQ5tMe2I/v-deo.html But you're correct, the furnace test would be a good example.
Thank you so much for your lectures, it’s really helped me. Thank you again. Please, do you have any videos on how to make photorealistic glass in blender? I’m not too satisfied with the glass in blender. Or Do you have tricks or tips to get photorealistic glass? Hope to hear from you soon, thank you.
Yeah, glass is an area that I think could use some improvement, and in fact there is something on the to-do list called nested dialectrics that I'm hoping makes it into a 4.x release.
Yes, I should have elaborated on this. The algorithm simulates actual thickness for the coat layer, and if you use a tint, the degree of that tint is influence by how long the rays travel through this simulated thickness. The longer the rays travel (say at high glancing angle toward the camera), the more absorption happens and the stronger the tint effect is. It's an elegant way of applying a tint because it's following physical principles.
The glass coating looked like something that would be better simulated using volume absorption. Dunno, just felt like a weird example. Maybe it would be better to show a more natural application of coated glass, like anti reflective coating on eye glasses that tend to cause that green tint on facing angles? Yeah I know those are "optical coatings" and not necessarily reflecting what a rendered coat is supposed to do, but still. Did you check if substrate IOR is automatically lowered for a dielectric when a coating is applied? I know there was some talk about Blender supporting "nested IORs" a while back, but I'm not sure if at least Principled was affected or the implementation was abandoned completely. Only dielectrics though, doesn't happen to metals whose (unsupported complex) "IORs" are very high anyway. Ex; bubble wrap lowered into water loose pretty much all reflectivity, whereas a metal spoon does not.
The glass example was just to show that it affected components sitting below coating. And nested dialectrics isn't implemented yet, it's slated for a post-4.0 release. I would assume when that does get engineered they would apply it to a glass with a coating for the correct IOR configuration.
this is amazing i always wanted to understand the underlying theory behind ray tracers can you recommend any resources where i can learn all this stuff by myself?
There are some pretty good general videos about raytracing on youtube, just to give yourself a general understanding of the technology because all raytracers work on the same basics.
I find myself not missing any of the videos you're releasing lately. I appreciate the deep understanding you have about this topics. I was looking around in your channel page and couldn't help but notice that your contact information has an Apple owned domain in it. Is this something you are allowed to talk about? I've always seen Apple as a great reference of what clean and professional renders should look like. Funnily, this is the same reason that made me like your content, clean and professional. I will definitely be waiting for more!
It's not directly related to this video, however could you recommend me a way to do post production of AgX still images? I use Photoshop and Affinity Photo mainly, but neither of them imports te AgX correctly. I could do grading in blender natively, but blender's image viewer is trash and I also don't like the compositor UI/tools provided. I am seriously considering to learn DaVinci Resolve for grading, but for now I am stuck with simply exporting whatever comes out of blender and work with that in PS.
They would need to support OpenColor IO. Do a search for Adobe and OpenColor IO. I believe Adobe is starting to embrace that standard in some of its apps.
@@christopher3d475 thanks fo the reply! Unfortunately I can't get it work in PS and has to resort using a lut....which clips the 32 bit exr renders, but still better than nothing.
It is. I haven't done any demonstration of it yet because every time I tried to work with the feature up until now I got a lot of crashing. But I'm going to test it again as we're now in beta.
Commented this in the last iteration but Idk if you saw it so I will comment it again. Would you be willing to do a video on physically accurate iridescent insect shell materials like that of a beetle? This video reminded me of that. And most people achieve this effect by plugging a layer weight node into a colour ramp node. However I feel like that isn't gonna have accurate results. I'd love to see what would be a more physically accurate technique.
What you're describing sounds like iridescence. This is a feature that was actually functioning in an early development build about a year ago in the then 'Principled V2'. I'm pretty sure it's planned for a follow up release to 4.0. It should be able to do what you're describing.
Not yet, however there's been development work on that and I'm guessing it'll show up in a 4.x release. It was actually a working feature in an early development build of the new principled shader but it didn't make it into this release.
Yeah, you could argue a bit about the nature of the scattering functions, but I included 4 since they're layered on top of each other and are conserving. That's more what I was interested in conveying.
I’m not sure how involved you are with the development of Blender but you’re doing a great service to both the dev team and the Blender community by explaining these features so well. Thanks!
well said, these are the professionals that both inspire and make things better in an app
I have watched thousands of video tutorials throughout my 18+ years of CG career, and very few instructors can inspire and keep you as engaged in the lessons as you do. Amazing job, keep it up.
Your explanation was so clear I’d give it a weight of 1.0 and an IOR of 1.0003.
I´ve watched a TON of tutorials, but the level of thoroughness and competence you radiate is absolutely INSANE. 12/10. Thanks for doing this!
I have seen three of your videos about 4.0 today -- and I want to thank you! You are a brilliantly lucid explainer, you speak extremely clearly and your visuals concretize the theory excellently. Thank you!
You are a perfect lecturer. Your explanations are didactic gold!
Exactly what I was looking for. I like the fact you mention, both artistic and scientific use at the same time.
brain started to melt with all the information, but it was well documented with visual aid and explanation. lookng forward to 4.0 and more changed to come! 🥰
Huge thanks for explaining this! Saved me time=donation
Thank you!
You’re one of the best at explaining these technical bits of Blender! Thanks for the hard work!
Very well explained. The adjustment is also a step toward industrial standards, as every as render has this kind of shaders, making it easier in the future to switch shaders. Also the UI change and remembers more to what Redshift and Octane looks like in Blender. There is a lot more that need to happen in Blender, like Layer, Hierarchies, Groups etc.. but it shows that the took care about the main critics
Agreed. 4.0 lays the foundation for many good things to come.
You're clearly putting a lot of effort into these videos and l just wanted to say that I really appreciate your work man.
Thanks for sharing all this great info about the 4.0 changes in your recent videos! As a casual hobbyist I probably would have missed the true significance of these features but now I'm very excited for the update.
Yeah, the changes are a big deal. Many very solid improvements.
I love those technical videos, they are usuallly hard to find so thank you!
4.0 is gonna be dope.
These technical videos are very important, It will be helpful if you keep doing this with other topics as well. These subtle tweaks change the looks a lot. Thanks a lot.
SHININESS ON ALL THE THINGS
Wonderfully explained. I really like the fact that you didn't dumb things down 🎉
Better than anything else I've seen. Thank you!
I have been looking at various car shader tutorials and this is the best I have seen so far. I still don't toally understand, but am getting there :)
Soon you'll have 10k subscribers. Congrats! Well deserved 👍
Oh, and BTW: In the latest 4.1 Alphas, the Coating and Sheen weight is being clamped to a max of 1.0 (even if the interface still allows higher numbers).
Yeah, I read that. I guess they're trying to make it fully compatible with OpenPBR and MaterialX standards.
Beautifully explained, thank you. Just discovered your channel two days ago and have been going through your back catalogue one by one. Your method of first explaining the underlying mechanics, then demonstrating things via comparisons makes the learning much more 'sticky' than the usual tutorials.
Fantastic video. Both for the well presented information and the wonderful complete lack of music, an unwanted talking head, constant hand grabs at the screen for every editing restart and whoop whoop noises.
If I was not already subbed, I would do so.
Loving all these 'Professional grade' improvements Blender is getting.
Wonderful!Very helpful to understand BSDF.Thanks!
the intro image in the video is simply stunning, Chris you are a hard core professional user for Blender, very inspirational videos, really learn something here :) Please keep sharing more
Your content is always well researched and articulated. I look forward to you videos. In the last several years that I have taken blender much more seriously, I haven't seen anyone else point out the actual real life implications of the various settings, and the way Cycles is being re-written to be more accurate.
This is golden. Thank you very very much!
these are top notch explanations
When are we going to be treated with a full texturing course made by you, mate?
A perfect explanation with great examples. Thank you!
i think that to show the significance of the energy conservation, you should do a white furnace test as it shows pretty clearly that energy conservation is broken (the silhouette being brighter than the env light). showing it in effect on regular scenes doesn't really show how important energy conservation is because it just simply looked like things become darker
I did an entire video on the energy conservation problems in 3.X. But I should link to it in the description. ua-cam.com/video/kgORQ5tMe2I/v-deo.html But you're correct, the furnace test would be a good example.
blender really needed this, i modeled a car a while back, and at the end i had to do the car paint, it never got it looking right...
Gorgeous tutorial. You have an exceptional gift.
Thanks for the clear explanation and demonstration!
Awesome stuff ♥
If you were modelling a "patchy" coat, would that unevenness be best using the weight or the IOR?
I would say it would be up to your discretion to test which one gave you the look you wanted in this case.
Thank you for making this
thank you for this informatio.
Thank you so much for your lectures, it’s really helped me. Thank you again. Please, do you have any videos on how to make photorealistic glass in blender? I’m not too satisfied with the glass in blender. Or Do you have tricks or tips to get photorealistic glass?
Hope to hear from you soon, thank you.
Yeah, glass is an area that I think could use some improvement, and in fact there is something on the to-do list called nested dialectrics that I'm hoping makes it into a 4.x release.
great, thank you.@@christopher3d475
Thanks so much for the detailed breakdown!
You briefly me that part of the new BSDF is using volumetric scattering. Could you expand on that a little?
Yes, I should have elaborated on this. The algorithm simulates actual thickness for the coat layer, and if you use a tint, the degree of that tint is influence by how long the rays travel through this simulated thickness. The longer the rays travel (say at high glancing angle toward the camera), the more absorption happens and the stronger the tint effect is. It's an elegant way of applying a tint because it's following physical principles.
Absolutely love it
The glass coating looked like something that would be better simulated using volume absorption. Dunno, just felt like a weird example. Maybe it would be better to show a more natural application of coated glass, like anti reflective coating on eye glasses that tend to cause that green tint on facing angles? Yeah I know those are "optical coatings" and not necessarily reflecting what a rendered coat is supposed to do, but still.
Did you check if substrate IOR is automatically lowered for a dielectric when a coating is applied? I know there was some talk about Blender supporting "nested IORs" a while back, but I'm not sure if at least Principled was affected or the implementation was abandoned completely. Only dielectrics though, doesn't happen to metals whose (unsupported complex) "IORs" are very high anyway. Ex; bubble wrap lowered into water loose pretty much all reflectivity, whereas a metal spoon does not.
The glass example was just to show that it affected components sitting below coating. And nested dialectrics isn't implemented yet, it's slated for a post-4.0 release. I would assume when that does get engineered they would apply it to a glass with a coating for the correct IOR configuration.
this is amazing i always wanted to understand the underlying theory behind ray tracers can you recommend any resources where i can learn all this stuff by myself?
There are some pretty good general videos about raytracing on youtube, just to give yourself a general understanding of the technology because all raytracers work on the same basics.
I find myself not missing any of the videos you're releasing lately. I appreciate the deep understanding you have about this topics. I was looking around in your channel page and couldn't help but notice that your contact information has an Apple owned domain in it. Is this something you are allowed to talk about? I've always seen Apple as a great reference of what clean and professional renders should look like. Funnily, this is the same reason that made me like your content, clean and professional. I will definitely be waiting for more!
I just happen to have an old .mac account, that's about it.
@@christopher3d475 LOL that's a cool email. I wasn't aware this was a thing before 2012
your voice is so nice to listen to 😂
It's not directly related to this video, however could you recommend me a way to do post production of AgX still images? I use Photoshop and Affinity Photo mainly, but neither of them imports te AgX correctly. I could do grading in blender natively, but blender's image viewer is trash and I also don't like the compositor UI/tools provided. I am seriously considering to learn DaVinci Resolve for grading, but for now I am stuck with simply exporting whatever comes out of blender and work with that in PS.
They would need to support OpenColor IO. Do a search for Adobe and OpenColor IO. I believe Adobe is starting to embrace that standard in some of its apps.
@@christopher3d475 thanks fo the reply! Unfortunately I can't get it work in PS and has to resort using a lut....which clips the 32 bit exr renders, but still better than nothing.
Is the light linking feature available in the 4.0 beta?
It is. I haven't done any demonstration of it yet because every time I tried to work with the feature up until now I got a lot of crashing. But I'm going to test it again as we're now in beta.
Commented this in the last iteration but Idk if you saw it so I will comment it again.
Would you be willing to do a video on physically accurate iridescent insect shell materials like that of a beetle? This video reminded me of that. And most people achieve this effect by plugging a layer weight node into a colour ramp node. However I feel like that isn't gonna have accurate results. I'd love to see what would be a more physically accurate technique.
What you're describing sounds like iridescence. This is a feature that was actually functioning in an early development build about a year ago in the then 'Principled V2'. I'm pretty sure it's planned for a follow up release to 4.0. It should be able to do what you're describing.
What is possible it will work as well on glass as coating i really interesting emulate Ab coating as well as in luxcore
That's interesting! For a car paint you're saying to turn on Metallic, but if you're painting on top, wouldn't it be non-metallic?
Also amazing video explaining it all into detail, really appreciate the comparisons of each value changing!
energy conservation FTW
Watch the video I just posted and you'll understand.
Can we download this shader setup you have?
The car paint material? I show how I did it near the end of the tutorial. It's a pretty easy setup.
Can 4.0 do thin film?
Not yet, however there's been development work on that and I'm guessing it'll show up in a 4.x release. It was actually a working feature in an early development build of the new principled shader but it didn't make it into this release.
I found gold
When downloads are be possible?
You can download the beta now. It won't be released for another month or 6 weeks.
Actually its more a Tri SDF then a Bi SDF… but thats another thing
Yeah, you could argue a bit about the nature of the scattering functions, but I included 4 since they're layered on top of each other and are conserving. That's more what I was interested in conveying.
Lightmode blender!? omg... blasphemy.
I actually prefer working in it. To each his own.