Was prepping to model a French inspired fantasy tavern environment as my first scene for an animation I had in mind when I realized how much good looking glass goes a long way for bottles and windows. Originally I was thinking of using a metallic shader with transparency and call it a day but this looks so much prettier and I thank you for providing this. Kind of want to experiment with the shader and see if I can make stained glass out of this for a chapel environment
@SeventyCoins That sounds like such a cool project!! And I'm so glad and honored that you're using my tutorial for it 😄 If you feel up for it, I'd love it if you posted a pic of your tavern in my discord! Hoh, stained glass would be so cool! Yes, please experiment and build off of this shader 😆
I generally use a mix of glossy and transparent with fresnel or facing node depending on what I want. Will be interesting to see your take on this topic 🧐
@katface5906 Those are, in fact, the best base nodes to use. I don't know if mine will be the same setup as yours, but you have definitely listed the fundamentals of pretty much any kind of glass shader 😄
@@ComfeeMug very beautiful outcome ❤️ I've used Musgrave and magic textures in the past with bump to give the emissive sections a bit more "wobble" with respect to emulating natural light reflections.
Something I picked up from watching a hard surface 3d printing channel for blender, is if you go into your Preferences > Themes > 3D Viewport > Face Orientation Front, then set the Alpha of said option to 0% you can keep the [Face Orientation] option on. Now it'll only show you yellow, or whatever color you have picked for the [Face Orientation Back], to show when the normals are wrong and showing you them even in the solid mode view port. It doesn't feel like much, but it quickly makes up for the time it takes to set it up when you instantly know the normals of a model are facing the wrong way, and which ones are doing it. EDIT! I forgot to warn ya all. If you are using this trick, be aware that when you use a solidify modifier with the normals flipped, aka for that anime edge look, it will show the WHOLE mesh as being wrong. This is easy to fix in the short term by turning the viewport option on the solidify modifier off, or turning the [Face Orientation] off for when you want to look over the colors. BUT before then, it helps a great deal.
@ShadowedStudio That is all thanks to my amazing editor, Daichi! He pulled out all the stops to make this video look so good, and I'm so glad you like it!
I been doing some Splatoon Blender stuff for a while and I been using some of these tutorials to make anime shaders for some of the Splatoon stuff, like the weapons and one of the glasses, Annaki Charms. These have been super useful
Wow! this is awesome. It's my first time to actually be able to create a successful procedural texture, and it's a glass at that. The tutorial was very clear and concise. I love it so much! But my laptop is not loving it LMAO. But thank you sooo much! You just earned another subscriber. Looking forward for more tuts soon,
Wondering whats next video would be! But i have a thought for a project i am working on:- How to get that anime effect on every object in environment(street pole, mail box, etc), guess that wouldn’t be possible by making video for every single object so something universal would work
I have something that might help with what you're trying to do. Create a color palette image of all the colors you need for all the objects in your scene. Then add it to your cel shader with a multiply node (image in the "A" and toon shader in the "B" of the multiply), then the result of the multiply into the Material Output node. Now all you have to do is use the same material on every object in your scene and then UV map each object to the color needed in your color palette image. Hopefully I explained that well enough to not be too confusing!
I absolutely love your suggestion; kind of like an overview on applying an anime style to any shader imaginable! That will be a much more detailed tutorial, but I already have several techniques for doing this, and I can't wait to share them!! 😆
@ojas339 Wow, thank you so much! I've actually never seen blender made easy's content but now I have to go check it out!! I really appreciate your comment and support, thank you 😊
Brilliant, one of the things that caught my eye was the Sky shader you used when showcasing the Plastic shader Bottle. Maybe in the future can you do another tutorial on that?❤❤
@oniplexCarbon Thank you so much! I'm SO glad you asked about the sky background, cause I'm planning on making an in depth tutorial on it in the near future; for day, evening, and night backgrounds 😆 Hopefully that will be up in the next month or so, but in the meantime, I go over how to make a simple sky background in my cloud shader tutorial! I'll link it below with a timestamp if you want to follow that... ua-cam.com/video/sWtrenoC9eA/v-deo.htmlsi=x3vEvB3Foy4VO-sU&t=255
Awesome tutorial, I also faced many difficulties while creating a cel glass shader (while making egg cracking video), i was having some wierd glitch where i can watch though the glass in viewport but it's glitch in render.
@CGDASH Thank you so much, that means quite a lot coming from you since you were one of my biggest inspirations to start my own channel 😊 I agree, there is something about the transparency in EEVEE that doesn't quite translate well into renders. But your egg cracking animation tutorial turned out amazingly! Thank you again for your comment, I am very honored. And I can't wait to catch up with what you've been up to on your channel!
Amazing! Thank you so much! I saw that you had some really cool stylized shots in the beginning with the old time computer and keyboard 0:38. Will there be a tutorial for that eventually?
@aitsuki3538 Thank you so much, I'm so glad you liked this tutorial! I would LOVE to make a tutorial on how I made the retro computer and keyboard; maybe on the different methods I used to get that look regarding the modelling and shading.
@kenonerboy Thank you so much! I'm interested in trying out the math>greater than node for shaders like this in the future. Perhaps after I've had more time to learn about it and how to use the math node that way I'll start implementing it into my tutorials. Thank you for the suggestion 😄
@@ComfeeMug math nodes are faster because the use only 1" channel" instead of 3(rgb). Color ramps are easy to visually understand but they aren't as efficient both in setup and execution.
Amazing tutorial. I was wondering if you could make a tutorial of anime cherry blossom trees with floating petals. Anime sparkly water And a anime Mount Fuji :o I’m trying to make a logo and with these two things in the future and would love to see if you could make a tutorial if you ever have time for recommendations:)) Thank you for your kindness and awesome videos
@bencesimon-dir I would love to make a tutorial on this type of scenery! Hopefully I can find a solution for the problem you're tunning into; could you tell me more about your project? I'm very curious 😄
Using Bump nodes in that way is super cool, great tutorial, thanks!! 2:24 the outline in this example feels a lot more thicker and consistent than the one at the end of this tutorial. Why is that?
@kilianstarzengruber6835 Thank you, I'm so glad you learned something new 😄 Yeah, it could be because of a couple reasons: the model referenced here is from a different project where I made the original shader, so the color ramp controlling the fresnel might have been cranked a little more, and it's also a lot closer up. If you want to change the size of the outline to be thicker, all you need to do is adjust the color ramp that is connected directly after the the fresnel node. I hope this helps 😊
@alekrex5905 Absolutely!! I want to make that tutorial as soon as possible, hopefully several tutorials actually so I can cover different styles of water for things line anime pools, running water and oceans, as well as tapa and drinking water since they all have their own unique stylization 😆
@torrellwright6144 Ooo, it would be so cool to eventually make a full forest scene! Maybe with an old anime hut or rice field along side it too. You're giving me ideas, thank you!!
Would you ever consider using the Screencast Keys addon to show which keys you're pressing to help viewers who aren't too familiar with Blender? Thanks anyway! I've been struggling with glass in this cel shading style for months; it's quite difficult, especially when I have to apply it to a plane.
@angeldust9388 Absolutely! I've been meaning to use that addon for some time now, but just keep forgetting to turn it on 😅 I'll remember to turn it on for the next tutorial, though!
@@ComfeeMug It's not really an issue for me because I've been using Blender for a year now and I know the shortcuts pretty well, but it would be very helpful for newcomers! Anyway, keep up the good work, thank you for existing ;-;
As of Blender version 4.2, a lot of the options at 3:20 aren't available anymore. It would be nice to get an updated version for the latest version of blender so it's easier to follow.
Hello. I've been binge-watching your videos for the past several days. They are great! Anyway, I've tried to tweak with this shader to use it for bubbles but no matter what I do it still has this glassy look. Do you have any suggestions that could help me turn this into bubbles shader?
your tutorials are awesome! Anyway in Blender 4.2 I cannot find anymore the settings for backface culling and the material is not trasparent! what can I do?
where do you get the background that you have in your chrome browser ive check some but cant find the one that im looking for. im looking for what you have
@voltavegas5897 Great question! You would have to make two image textures: a bump image texture for the gloss (reflection) and a mask image texture for rim outlines, which would probably just need to be black and white. I hope this helps, and I'm really excited for you!!
@Mizora Oh yeah, the Shader to RGB node is only available in the EEVEE render engine. You'll just need to go to render properties and switch it from Cycles to EEVEE 👍
Sasuga Comfee Sensei, I love the result! But I am a bit confused about your node setup, it seems weirdly convoluted, but maybe I simply do not understand the reasons behind what you did. For example, after the two reflection blocks, there is a "Lighten" node, which feeds into an "Emission" shader (the first one added at 7:51), which again is converted to RGB. Why? Does that change anything? Then, as far as I understand it, the Fresnel gets mixed with the reflection highlight and then should function as a mask for the transparency. Doing that directly has the problem that the rim Fresnel effects on the inside of the bowl show up as strongly as those outside, which is weird, since they should be darker. This is mitigated by using the mask in a "Diffuse BDSF" that makes it darker if it is not directly in the light. But why do you first mix it again with an "Emission" shader (the second one added at 7:51), using the Fresnel as the factor? What does that do?
@Skybuildhero Thank you so much for your high complement, it means a lot to me that you find value in my tutorials 😊 You raise some really good points, and I do agree with you that those node connections in particular seem strange. These connections are due partially to my experimentation as I was figuring out how to make a glass shader in this style, but are also it give a little more flexibility for customization depending on the needs of the one using this shader. At face value, the emission with the shader to RGB directly after it does seem redundant given that not using an emission would yield the same result to a certain extent. However, that emission node there allows for an increase or decrease in the brightness and glow of the reflections in particular, and the second emission controls the same effect for the fresnel outline. I hope that answers your questions 😅 That being said, by no means should this or any of my tutorial shaders be left as it if you can find an optimization or way of more efficiently yielding the same result or a better one. I will always encourage making changes to my tutorial shaders, as that is the absolute best way to learn what each node connection does, and how to make these types of things on your own! So yes, if you would like to, please feel free to make any and all changes you desire to my shaders! It would be an honor to know that my tutorials and imperfections were the catalyst for your learning success 😄
In Blender 4.2 there is no longer a "bloom" checkbox in the render settings. This is now called "glare" and is part of the post production process. I found a tutorial for setting it up: ua-cam.com/video/bqmmKpeQ_rw/v-deo.html but it's all a bit complicated for a beginner like me who has yet to delve into the mysteries of nodes (this was going to be my first attempt at a shader!)
Bro I'm from India following your channel and I'm making some 3d environments for my project. What tutorial i need the most is anime style"wall texture and wood texture" . Please do it bro
@gamingking2644 I love your suggestion, and I'm so happy to hear how you're learning and making your own environments!! I've made a lot of wall textures for my patreon, but forgot I never made a tutorial for how to make your own over here on youtube. That will absolutely be a tutorial I make in the near future!
@saky_waky Haha, it is the hardest word out there! But yes, it should be right in between the roughness and distortion values, listed as: Lacunar... 2.000 I tried to see if there was a setting for the noise that removed the lacunarity, but it should always be there. If it's still not showing up, you may want to try restarting blender or your computer. Or, it may also be the version of blender you're using. I am using 4.1, but this feature was also present as far back as 3.6 I believe.
Very great tutorial!! I'm having a problem with transparancy though :( I'm making a window with an inner frame, and after adding the density part of the nodes, the window frame won't cast shadows anymore. Do you have any idea how could I solve the problem? ...in the meantime I'm going to subscribe to you channel :)
most of it didn't work, the object appears entirely white. I had to manually tweak things and only the nodes after the fresnel one became effective, everything else has absolutely no incidence on the final look. Quite disappointing since your other tutorials are very good :/
I had the same problem, and after reading your comment, I realized my problem was that the Fresnel wasn't plugged to the Color Ramp. So, em, thanks I guess XD
Hey this is a video( ua-cam.com/video/MgZsVBVZ3Nc/v-deo.htmlsi=nOwFda015kpWlO4k ) which showcase how to get painterly stroke effect, i wonder if this could be used for Anime style.
@screenkiduniya3717 Yes, I've seen this tutorial and love the techniques @ffuthoni uses!! I am very interested in seeing how to utilize this technique for anime shaders, and also to see if a similar result can be achieved through a node setup. But again, very impressed with @ffuthoni 's work here!
It really sucks that this video is now completely outdated after 3 months. If you're wondering, they've replaced backface culling and blend modes with other new shit, and now you have to add a math node or something fucking I don't know what the fuck.
the gods have given again
@CassBOTRR Haha, this comment is hilarious!
this just blow my mind
amazing
Where have you been all my life?? This is a gold mine of information!
@Toonjabi I'm so glad I could help!
Definitely gonna rewatch this tomorrow
@nkanyisoinnocentkhwane3752 I'm so glad you found it that helpful! Thank you for your continued support!!
@@ComfeeMugAlways a pleasure
You can use Layer Weight set to facing instead of frensel for easier control of the outline thickness
This is awesome, and the surprise at the end was epic! I did not see that coming! 👀🔥😳
Haha, thank you 😄
please keep uploading such tutorial we need teacher like you
@Artoons-discoveries Thank you so much for your encouragement, I will definitely keep it up 😄
Was prepping to model a French inspired fantasy tavern environment as my first scene for an animation I had in mind when I realized how much good looking glass goes a long way for bottles and windows. Originally I was thinking of using a metallic shader with transparency and call it a day but this looks so much prettier and I thank you for providing this.
Kind of want to experiment with the shader and see if I can make stained glass out of this for a chapel environment
@SeventyCoins That sounds like such a cool project!! And I'm so glad and honored that you're using my tutorial for it 😄 If you feel up for it, I'd love it if you posted a pic of your tavern in my discord!
Hoh, stained glass would be so cool! Yes, please experiment and build off of this shader 😆
love the fact that you respond to most queries in comments!!!
8:45 you can just tell value of pose in color ram node , between the color picker & ramp , insted of Visual cue
I generally use a mix of glossy and transparent with fresnel or facing node depending on what I want. Will be interesting to see your take on this topic 🧐
@katface5906 Those are, in fact, the best base nodes to use. I don't know if mine will be the same setup as yours, but you have definitely listed the fundamentals of pretty much any kind of glass shader 😄
@@ComfeeMug very beautiful outcome ❤️ I've used Musgrave and magic textures in the past with bump to give the emissive sections a bit more "wobble" with respect to emulating natural light reflections.
Something I picked up from watching a hard surface 3d printing channel for blender, is if you go into your Preferences > Themes > 3D Viewport > Face Orientation Front, then set the Alpha of said option to 0% you can keep the [Face Orientation] option on. Now it'll only show you yellow, or whatever color you have picked for the [Face Orientation Back], to show when the normals are wrong and showing you them even in the solid mode view port.
It doesn't feel like much, but it quickly makes up for the time it takes to set it up when you instantly know the normals of a model are facing the wrong way, and which ones are doing it.
EDIT! I forgot to warn ya all. If you are using this trick, be aware that when you use a solidify modifier with the normals flipped, aka for that anime edge look, it will show the WHOLE mesh as being wrong. This is easy to fix in the short term by turning the viewport option on the solidify modifier off, or turning the [Face Orientation] off for when you want to look over the colors. BUT before then, it helps a great deal.
the editing done on this video was amazing and simple. well done
@ShadowedStudio That is all thanks to my amazing editor, Daichi! He pulled out all the stops to make this video look so good, and I'm so glad you like it!
As always, Wonderful
@screenkiduniya3717 Thank you so much, so glad to see you here!!
I been doing some Splatoon Blender stuff for a while and I been using some of these tutorials to make anime shaders for some of the Splatoon stuff, like the weapons and one of the glasses, Annaki Charms. These have been super useful
@SammieWeiss That's awesome! Splatoon has a really cool art style, I'm so glad my videos have been helpful in recreating it 😄
Wow! this is awesome. It's my first time to actually be able to create a successful procedural texture, and it's a glass at that. The tutorial was very clear and concise. I love it so much! But my laptop is not loving it LMAO. But thank you sooo much! You just earned another subscriber. Looking forward for more tuts soon,
your tutorial´s are the best, much love 💕
@Cassieuwu Thank you so much!! Kind love received, haha 😊
I'm not following this tutorial now, just came here to give it a like..
@whatTheblue Take all the time you need, my friend! I really appreciate and value your continued support, thank you so much ☺️❤️
@@ComfeeMug The pleasure is all mine 😊
Man, you are the goat!
@eno_one4106 Thank you so much, that is such a huge complement 😆
Wondering whats next video would be!
But i have a thought for a project i am working on:-
How to get that anime effect on every object in environment(street pole, mail box, etc), guess that wouldn’t be possible by making video for every single object so something universal would work
I have something that might help with what you're trying to do. Create a color palette image of all the colors you need for all the objects in your scene. Then add it to your cel shader with a multiply node (image in the "A" and toon shader in the "B" of the multiply), then the result of the multiply into the Material Output node. Now all you have to do is use the same material on every object in your scene and then UV map each object to the color needed in your color palette image. Hopefully I explained that well enough to not be too confusing!
Thanks! I was looking for this. Let me tell you a secret ...
YOU ARE A LIFESAVER!❤
I absolutely love your suggestion; kind of like an overview on applying an anime style to any shader imaginable! That will be a much more detailed tutorial, but I already have several techniques for doing this, and I can't wait to share them!! 😆
@@ComfeeMug waiting for them
thanks sir
for your good tutorial
@Artoons-discoveries Thank you!!
WOW WOW and WOW! Amazing tutorial, really helpful, thank you so much for making this❤
the timing is insane, my project is saved :3
Hah, I'm so glad! Really excited for your project 😆
that is so wonderful to have you made this content. from thai
@Meramie-dx3td I'm so glad you enjoyed this tutorial! 😄
Ok the result is good, like
using the metal shader for the body of an aston martin db5, and the glass for the windows!
Damnn Christian, you and blender made easy both sound so similar and you both do such a goood job at what you do !
@ojas339 Wow, thank you so much! I've actually never seen blender made easy's content but now I have to go check it out!! I really appreciate your comment and support, thank you 😊
Brilliant, one of the things that caught my eye was the Sky shader you used when showcasing the Plastic shader Bottle.
Maybe in the future can you do another tutorial on that?❤❤
@oniplexCarbon Thank you so much! I'm SO glad you asked about the sky background, cause I'm planning on making an in depth tutorial on it in the near future; for day, evening, and night backgrounds 😆 Hopefully that will be up in the next month or so, but in the meantime, I go over how to make a simple sky background in my cloud shader tutorial! I'll link it below with a timestamp if you want to follow that...
ua-cam.com/video/sWtrenoC9eA/v-deo.htmlsi=x3vEvB3Foy4VO-sU&t=255
@ComfeeMug ah, Thank you 😊
Using it for Green House windows!
THE GOAT!!!!
@ruverq-visuals You're too kind 😅
Love the video and it is soo helpful thanks a lot :)
Awesome tutorial, I also faced many difficulties while creating a cel glass shader (while making egg cracking video), i was having some wierd glitch where i can watch though the glass in viewport but it's glitch in render.
@CGDASH Thank you so much, that means quite a lot coming from you since you were one of my biggest inspirations to start my own channel 😊 I agree, there is something about the transparency in EEVEE that doesn't quite translate well into renders. But your egg cracking animation tutorial turned out amazingly!
Thank you again for your comment, I am very honored. And I can't wait to catch up with what you've been up to on your channel!
Good job.
Could u make use a video about smoke, fire and water maybe?
Amazing! Thank you so much! I saw that you had some really cool stylized shots in the beginning with the old time computer and keyboard 0:38. Will there be a tutorial for that eventually?
@aitsuki3538 Thank you so much, I'm so glad you liked this tutorial! I would LOVE to make a tutorial on how I made the retro computer and keyboard; maybe on the different methods I used to get that look regarding the modelling and shading.
@@ComfeeMug Thank you! Looking forward to it!
Good tut as always, but if ure using a black and white coloramp, you can just use math>greater than node. Its faster can simpler.
@kenonerboy Thank you so much! I'm interested in trying out the math>greater than node for shaders like this in the future. Perhaps after I've had more time to learn about it and how to use the math node that way I'll start implementing it into my tutorials. Thank you for the suggestion 😄
@@ComfeeMug math nodes are faster because the use only 1" channel" instead of 3(rgb). Color ramps are easy to visually understand but they aren't as efficient both in setup and execution.
I fkn love u, man.
Amazing tutorial.
I was wondering if you could make a tutorial of anime cherry blossom trees with floating petals.
Anime sparkly water
And a anime Mount Fuji :o
I’m trying to make a logo and with these two things in the future and would love to see if you could make a tutorial if you ever have time for recommendations:))
Thank you for your kindness and awesome videos
this is so cool, thanks for the tutorial! btw Can you also make anime style blue sea next to the sand island please !!
Im working on a desert with some large rock formations. I am also failing. It would be great to see how you approach it!
@bencesimon-dir I would love to make a tutorial on this type of scenery! Hopefully I can find a solution for the problem you're tunning into; could you tell me more about your project? I'm very curious 😄
What would you do for a window pane?
Using Bump nodes in that way is super cool, great tutorial, thanks!!
2:24 the outline in this example feels a lot more thicker and consistent than the one at the end of this tutorial. Why is that?
@kilianstarzengruber6835 Thank you, I'm so glad you learned something new 😄 Yeah, it could be because of a couple reasons: the model referenced here is from a different project where I made the original shader, so the color ramp controlling the fresnel might have been cranked a little more, and it's also a lot closer up.
If you want to change the size of the outline to be thicker, all you need to do is adjust the color ramp that is connected directly after the the fresnel node. I hope this helps 😊
can you make a updated version for blender 4.2?
@Turg101 Absolutely! I'll be working on it soon, so stay tuned for that 😄
you can make a tutorial teaching how to make a water in anime shading??
@alekrex5905 Absolutely!! I want to make that tutorial as soon as possible, hopefully several tutorials actually so I can cover different styles of water for things line anime pools, running water and oceans, as well as tapa and drinking water since they all have their own unique stylization 😆
@@ComfeeMug Thank you very much! 😁😁
can you please do a forest lane path
@torrellwright6144 Ooo, it would be so cool to eventually make a full forest scene! Maybe with an old anime hut or rice field along side it too. You're giving me ideas, thank you!!
@@ComfeeMug maybe you could do a continuous loop parallax anime city street or river or tunnel or moving clouds in the sky
Can You make anime vfx like explosions and whatnot plz?
@NotGavinV Absolutely! I'm actually starting to learn how to make stylized explosions, so this is definitely gonna be fun!
@@ComfeeMug thanks
Would you ever consider using the Screencast Keys addon to show which keys you're pressing to help viewers who aren't too familiar with Blender? Thanks anyway! I've been struggling with glass in this cel shading style for months; it's quite difficult, especially when I have to apply it to a plane.
@angeldust9388 Absolutely! I've been meaning to use that addon for some time now, but just keep forgetting to turn it on 😅 I'll remember to turn it on for the next tutorial, though!
@@ComfeeMug It's not really an issue for me because I've been using Blender for a year now and I know the shortcuts pretty well, but it would be very helpful for newcomers! Anyway, keep up the good work, thank you for existing ;-;
Plz how to make anime city tutorial plz❤❤
@user-ls2ps6ck2g That tutorial is coming way sooner than you think!! So excited to share what I've been learning and making!!!
As of Blender version 4.2, a lot of the options at 3:20 aren't available anymore. It would be nice to get an updated version for the latest version of blender so it's easier to follow.
or just change to blender 4.1, old eevee is better for anime-ish style
Hello. I've been binge-watching your videos for the past several days. They are great! Anyway, I've tried to tweak with this shader to use it for bubbles but no matter what I do it still has this glassy look. Do you have any suggestions that could help me turn this into bubbles shader?
backface culling doesn't have alpha blend or alpha clip now
your tutorials are awesome! Anyway in Blender 4.2 I cannot find anymore the settings for backface culling and the material is not trasparent! what can I do?
same here😭
😂me who dont even have a pc watching blender videos for 4 years
The day i get one
I'll be the most experienced beginner 😅😂😂
@Ibo-km-2-mpg Oh my goodness, you will go super saiyan "OVER 9000" when you finally start making your own renders, haha 😆
where do you get the background that you have in your chrome browser ive check some but cant find the one that im looking for. im looking for what you have
How do i make an image texture for this
@voltavegas5897 Great question! You would have to make two image textures: a bump image texture for the gloss (reflection) and a mask image texture for rim outlines, which would probably just need to be black and white. I hope this helps, and I'm really excited for you!!
I don’t have shader to RGB node
How
@Mizora Oh yeah, the Shader to RGB node is only available in the EEVEE render engine. You'll just need to go to render properties and switch it from Cycles to EEVEE 👍
Sasuga Comfee Sensei, I love the result! But I am a bit confused about your node setup, it seems weirdly convoluted, but maybe I simply do not understand the reasons behind what you did.
For example, after the two reflection blocks, there is a "Lighten" node, which feeds into an "Emission" shader (the first one added at 7:51), which again is converted to RGB. Why? Does that change anything?
Then, as far as I understand it, the Fresnel gets mixed with the reflection highlight and then should function as a mask for the transparency. Doing that directly has the problem that the rim Fresnel effects on the inside of the bowl show up as strongly as those outside, which is weird, since they should be darker. This is mitigated by using the mask in a "Diffuse BDSF" that makes it darker if it is not directly in the light. But why do you first mix it again with an "Emission" shader (the second one added at 7:51), using the Fresnel as the factor? What does that do?
@Skybuildhero Thank you so much for your high complement, it means a lot to me that you find value in my tutorials 😊
You raise some really good points, and I do agree with you that those node connections in particular seem strange. These connections are due partially to my experimentation as I was figuring out how to make a glass shader in this style, but are also it give a little more flexibility for customization depending on the needs of the one using this shader. At face value, the emission with the shader to RGB directly after it does seem redundant given that not using an emission would yield the same result to a certain extent. However, that emission node there allows for an increase or decrease in the brightness and glow of the reflections in particular, and the second emission controls the same effect for the fresnel outline. I hope that answers your questions 😅
That being said, by no means should this or any of my tutorial shaders be left as it if you can find an optimization or way of more efficiently yielding the same result or a better one. I will always encourage making changes to my tutorial shaders, as that is the absolute best way to learn what each node connection does, and how to make these types of things on your own! So yes, if you would like to, please feel free to make any and all changes you desire to my shaders! It would be an honor to know that my tutorials and imperfections were the catalyst for your learning success 😄
In Blender 4.2 there is no longer a "bloom" checkbox in the render settings. This is now called "glare" and is part of the post production process. I found a tutorial for setting it up: ua-cam.com/video/bqmmKpeQ_rw/v-deo.html but it's all a bit complicated for a beginner like me who has yet to delve into the mysteries of nodes (this was going to be my first attempt at a shader!)
Bro I'm from India following your channel and I'm making some 3d environments for my project. What tutorial i need the most is anime style"wall texture and wood texture" . Please do it bro
@gamingking2644 I love your suggestion, and I'm so happy to hear how you're learning and making your own environments!! I've made a lot of wall textures for my patreon, but forgot I never made a tutorial for how to make your own over here on youtube. That will absolutely be a tutorial I make in the near future!
6:04 how do you get the lecunar (whatever its called) thing to show up? for me theres no option for it on the noise texture node lol
@saky_waky Haha, it is the hardest word out there! But yes, it should be right in between the roughness and distortion values, listed as:
Lacunar... 2.000
I tried to see if there was a setting for the noise that removed the lacunarity, but it should always be there. If it's still not showing up, you may want to try restarting blender or your computer. Or, it may also be the version of blender you're using. I am using 4.1, but this feature was also present as far back as 3.6 I believe.
Very great tutorial!!
I'm having a problem with transparancy though :(
I'm making a window with an inner frame, and after adding the density part of the nodes, the window frame won't cast shadows anymore.
Do you have any idea how could I solve the problem?
...in the meantime I'm going to subscribe to you channel :)
i follow every your step carefullu but why i endup with different looks like yours...
same here
poggers
Making a vending machine
@rossanderson5815 That's awesome!! I'd love to see a pic of your vending machine in my discord if you feel like sharing it when you're done 😄
@@ComfeeMug will do. It's part of a scene I'm working on.
Has anyone tried this in 4.2? I'm getting different results regarding transparency.
@Cheshie I'm currently working on updating this and other tutorials so they work in 4.2. I'll have them up soon 😁
@@ComfeeMug a legend rises 🫡
You're too kind 🥰
@@ComfeeMugthanks a lot, can’t wait for the updated tutorial since I’m in 4.2
@@ComfeeMug can't wait. i am stuck because i was just learning 4.2 🙂.
Anyone know how to make this work in 4.2?
I'm still having trouble but in the material settings change the render mode to "blended" instead of dithered to get rid of the grain.
most of it didn't work, the object appears entirely white. I had to manually tweak things and only the nodes after the fresnel one became effective, everything else has absolutely no incidence on the final look. Quite disappointing since your other tutorials are very good :/
I had the same problem, and after reading your comment, I realized my problem was that the Fresnel wasn't plugged to the Color Ramp.
So, em, thanks I guess XD
Wawter
@bbasina Ahahah! I got a prompt to "Translate Comment to English," so good haha 😂 "Wawter" 🌊
@@ComfeeMug Also, I would like to know how one would go about adding dispersion to this shader.
5:05 amung us
@DaDarkDragon I'm telling you, I didn't do it! It was red, I saw him!! 🤣
Mug is sus
Hey this is a video( ua-cam.com/video/MgZsVBVZ3Nc/v-deo.htmlsi=nOwFda015kpWlO4k ) which showcase how to get painterly stroke effect, i wonder if this could be used for Anime style.
@screenkiduniya3717 Yes, I've seen this tutorial and love the techniques @ffuthoni uses!! I am very interested in seeing how to utilize this technique for anime shaders, and also to see if a similar result can be achieved through a node setup. But again, very impressed with @ffuthoni 's work here!
Yeah you all people are really contributing to the community
Could you make a fix for 4.2 as I have lost all of my braincells.
@ggshon Yes 😋
It really sucks that this video is now completely outdated after 3 months.
If you're wondering, they've replaced backface culling and blend modes with other new shit, and now you have to add a math node or something fucking I don't know what the fuck.
I can edit for you for free
5:24 Bro, do it step by step, manually. Don't dump all the nodes at once, it's very confusing even for a non-newbie!
Finished watching and then sat back and thought… what did I learn??… come to find out it was nothing