Quantifying the dispersion with the white noise is a really smart idea, great video!
This is one of the best dispersion tutorials I've seen so far. Great work
This is a truly amazing approach that goes beyond skills.
"Your honor, the blender tutor clearly stated, because of the amount of sodium in the air, I was unable to see the yellow light."
Spectacular precision in this video. Long life to you, to your graphics card, and to your UA-cam Channel.
Wow men! You are not just a blender-user but a blender-scientist o.o amazing investigation dude!
Wow, The Blender community does not cease to amaze me.
Keep up the good work!
Since I use eevee I got problems a lot. After I met your channel I became happy again. Thanks. This is amazing too.
Thanks! Short and easy to understand! Best tutorial i could found!
hay bro thanks for including the short history of the sodium, It happened that recently I watched a vid about disneys lost tech and how the merry poppins was shot. Conclusion, foto/video/kinimatografers have to shoot 99% on the Orange backdrops, the light costs of course but most important is the coated glass/crystal that separated the orange from the rest of the colors. Once more thax for the blending tips.
This is a genius approach.
Wow! The tutorial and community feel so advanced.
Fantastic technique, well done!
Brilliant and clear tutorial thanks for taking the time to share
i hate physics, but it's people like you that show me why it's useful.. the most amazing pbr glass material ive encountered on the internet.. well done sir!!
Fantastic, the white noise was the key to success and the result looks brilliant. I implemented mine slightly differently but would never have got there without this video. I am also going to work on getting the violet end of the spectrum into the mix without compromising the white of the base material. I think it can be done by including it between the blue and black, and then putting the inverse colour (opposite side of the optical colour wheel) between the black and red at the other end. I'll try that first anyway.
Thank you!
Nice technique, I had previously used the 'separated' method, using 3 glass shaders, but now I will swap to this. Great work.
How did it go? Did it go as well as illustrated or were you not able to get it to work? I have heard other people couldn’t get it to work and im paranoid that i am waisting my time if i try to attempt this
Sorry its just how i go i prob know its not that bad but still hearing from you would be good assurance
I love your tutorials!!
simple and brilliant, mind blown
Great video! thank you. I added the white noise color spectrum solution to the lighting. It makes the light less theoretical.
Thanks for the great tutorial! I hope you make more! :)
Great tutorial!! Super useful. Thanks
BTW should be interesting to see more actual Luxcore
Tutorial from the Blender community.
love this tutorial. currently i am into compare octane dispersion. and i think octane is better. but i guess cycle can control it more accuratively. thanks
This is such a clever way to do it! Now there is no way back to the old three material method.
Thank you! To be fair, the three shader method is still much faster, unless you use eevee.
Wow! So genius!
YOU ARE THE BEST Thank u so much for enlightening me
We can actually use the full spectrum if we correct the final resulting color using RGB curves!
This was excellent!
HE IS BACK!
wow this is amazing! :)
This is the one dude, thank you
Thank you so much for this. Around 18 months ago I followed that 45-minute glass set-up tutorial. About 40 minutes in he says something like this is only any good if your GPU is powerful enough. At that time I was using a 5-year-old laptop so I just quit.
I tink could be used wavelenght node instead to the color ramp: White Noise may be connected to Map Range and this one to wavelenght node. The map range is from a min of 0 and from a max of 1 to a min and a max that correspond at the waveleght of light that you want. Blender limits are 380 and 780 (nanometers) that correspond approximately to the visible spectrum, but the mid tone seems darker then it should be connectet to another node to increase the tone like bright / contrast or similar. The result is fine and maybe more realistic, but this node can be applayed only in cycles and not in Eevee. In this mode could be simulated a coloured photographics filter, for example an orange filter that blocks all light less than 600 nm.
This sounds amazing.... is there any image you can show to see the difference in this method? also have you achieved this more realistic dispersion for evee. Tell me more this is an exelent coment
Very cool! Thanks!
great tutorial!
This is epic!
Holy. Crap. This is amazing
Nice idea and it's quicker than using 3 shaders for each color, but the result is little muddy thanks to noise texture.
Blender have an amazing communit and amazing people, thanks.
great video! ;)
Very, very nice. Thank you!
this is amazing
If you want to use the full color spectrum, there is a very easy way to do this! In the Color Ramp node, set Color Mode to HSV and Interpolation to Far. Create a point to the far left that's set to (1, 1, 1), and another point at the far right set to (1, 1, 1). You should have a full color spectrum. You don't need black colors at the ends.
Or why use a colour ramp at all? Why not use Combine HSV and synthesize the components yourself?
@@bank8489 In the video, he uses RGB colors spread out with black points at the end. My method does this procedurally, which gives you a more uniform distribution of all colors instead of just RGB and colors that are linearly interpolated between those 3
@@xXWhatzUpH8erzXx yeah but didnt he show the technique you describe toward the beginning
excellent tutorial
Thank you, excellent tutorial. The material is gorgeous, but boy is it a pain to render. I made a glass breaking animation, at 128 samples and 400 frames, it's about a 20 hour render. I wish I could do more samples, the glass could definitely use it.
If only there was the ability to adjust samples for individual types materials ( like there was for light bounces)
非常感谢您的分享~
Great man! Thanks very much!
So helpful!! Thank you
Great video.
amazing. So easy even i did it!
The tutorial is amazing.
But how did you do the depth of field with the glass ball and the HDRI? It looks really cool.
Wow. Just wow.
nice , thank you!
Thank You
so goooooooood
Thank you
ILY
fabulous thank you
Wow, thanks for the tutorial I learned a lot! I wonder why mix shaders? This could be done with principled BSDF?
you can use transparency with color value greater than 1 to create fake but really fast caustics
Great tutorial! Do you recommend any specific cycles render settings to get rid of the noise in the dispersion? I think I've tried pretty much everything so far 😅
thank youu ^^
best tutorial ...
EXCELLENT
This is truly amazing. I tried to use the material with the default settings, but my results are super different from the video and I don't know why. I used it on a cube and the whole cube is filled to the top with color, it's the opposite of a subtle glass effect.
I got that too and found that I had plugged in "color" instead of "value" on the white noise texture
This is science!
And I did another test: by changing the R\G\B color value to 2in the color ramp, the result shows about it's 19% brighter than pure white.
wow cool
I'm speechless
I just WOW
Great tutorial! You have mentioned 40mins for a single image. How much do you estimate it would be with Luxcore? Have you tried to compare them?
Thanks! No, I didn't compare them, but at 1:00 you can see how fast is Luxcore in the viewport. I believe you can get a nice dispersion with luxcore is a matter of minutes.
Very great tutorial thank you so much! Will this render slower than a normal glass shader?
This is awesome, how did you get the laser lighting to work? I'd like to test my node setup
wow
Holy shit that's smart
So you are the Kip Thorne for blender
Will this add-on work with Blender 3.1 as well?
Could you please add it to the BlenderKit ? Thanks
Hey I found a solution to the color ramp, in order to get to a greater 'white'. Setting the ColorRamp's mode to 'HSV' and color interpolation to 'Far', you're able to set both end point colors to a solid red and the interpolation fills in a color wavelength
Priceless !! Can you make this tutorial work with Blender 3.1.x on Linux?
how to maker glass dispersion behind a glass which without dispersion?
My glass shape ended up having a dark tint to it.
Aight, imma reproduce "Dark Side of the Moon" album cover then.
Also i first followed the first method you showed, i saw this on a CG Cookie tutorial. For funky result i added a Hue/Saturation node, on each glass/refraction bsdf, with the respective colors. Then i connected a value on all the Hue sliders. Changing the value gave me some really cool results :)
Thank you for your tutorial! What a pain in the ass... Switch to Cinema or 3ds max. You can achieve the same effect in one click there.
I replicated your node structure exactly the way you arranged them but unfortunately it doesn't seem to work in Blender 3.0. Also the "add' node doesn't seem to be in the 3.0 either.
if you slowed down the video you can see he typed "Math" in the search bar, you can find it then.
How does LuxCore render times compare to cycles?
I don't know how is it in general but when talking about glass, LuxCore is like million times faster and more accurate. Doesn't mean it's better in general though.
how did you achieve the final object?
You can download the file and take a look. But basically I rendered one frame with very high samples.
anyone got this successfully working in 3.0?
is there a way to use the luxcore in blender 3.0 btw great video
Thanks! As far as I know, luxcore does not currently support blender 3. But I think it's just a matter of time.
BIGGGGG THANKSSSSSSSSSSSSSS
can i know how do you study to make material like this ? i am confused ,i just can use other people material tutorial to make something thankss
Thanks! I usually just imagine what I want to create and then look for a way to achieve it. Trial and error plays a huge role in this process.
Entschuldigung... Ich habe Addon nicht gemerkt.
Do you have any idea why the light doesn't go through the glass in Blender 3? I recreated yours, but apart from the fact that it shimmers slightly in rgb, unfortunately no light goes through? Is another setting necessary? Thanks...
From what I understand, blender 3.0 changed pretty much everything about how the cycles render engine works.
If you followed my steps, the shimmering is expected. Let it run in a dark environment for a while, and the caustic artifacts will create the dispersion effect. It's a computationally heavy approach, but it's the only way I've achieved dispersion with Cycles. Consider using another rendering engine for better results.
cloudy glass. because the refraction changes pixel by pixel by the white noise texture mask. this method will not work.
luxcore just crushing 12900k on glass cube 😭😭😭
I do this in luxcore but I cannot see the dispeersion,Can you share the files to me?
I got a very dark glass, almost black. My glass has a thickness to it, I can barely see the environment looking from inside the glass but when I look from outside the two sides get added and renders almost black :(
btw thanks for this tut, I'm reverting to my 3 RGB glass dispersion version, but I'm very sad this one don't work because the separated dispersions is annoying, anyone having the same issue?
I'll check it out. This was more of a proof of concept, but I'd like to make an optimized version in the future.
excellent tutorial, don't stop, the community will love this
This must be an April Fool's joke, right? However, thank you, I really appreciate it. And you can be sure that I will continue! You should know that there would be no CG Vertex without you. So thanks.
P.S. Don't watch my previous videos, I shamelessly used the same music as you.
P.P.S. I don't regret it!
@@cgvertex no its true. excellent shader breakdown.
CG Vertex and Default Cube ma men be ruling!
You jinxed it cube he disappeared
and he stopped