This is fantastic, I do use Substance, but not Maya and Arnold, but the principles in the nodes are basically the same. Learned a lot here, thanks, Arvid! I will subscribe!
Great tutorial mate! Learned a lot specially the water weary physical brush tips. Thanks! Regarding your question at 22:59 you need two things set in order for iray to render your refractions properly. The glass layer base needs to have the color enabled to white (black is very good to visualize as you did) and the opacity needs to be enabled but set to 1 in order for refraction to render correctly. Keep it up! Tks :)
Can the GUI be scaled, if so perhaps its handier for viewers if you scale it up. You on HDP screen and its super small. Almost impossible to what your doing in those sliders.
Great tutorial. Question. When I add a sticker/decal on the glass in substance painter it shows the back face. Is there a way to fix that with out making it geo ?
It will be great to know how to compose refractive objects on post. What AOVs needed and so on. Lets say we have such bottle in front and want to replace BG on post but want to save all refractiveness. Thank you in advance!
Hello Arvid, thank you very much for the tutorial. I have always had a doubt. Does the resolution of the texture that we place when making the Bake of the object also change when changing the resolution of the created materials? Or in case of changing our resolution of all the materials, do we have to redo the Bake with the new size for the textures? I hope I have made myself understood, thank you very much in advance for the answer.
nice video, thanks. have you come up with a solution to render it properly? i am trying to make a translucent mat, but no matter what i do, the color renders as black
hey arvid, i would love to know how you would create a sort of fog effect or what you would call water condensation effect like you would see in scuba diver goggles. if you know what i mean. awesome tutorial and i learned so much!
Hello Arvid, this is a great piece to follow along with. Im having an issue with the base color. Specifically when I apply the aiColorCorrect and increase exposure its affecting the glass and blows it out in render. Ive gone through all nodes and everything is good. Do you have any suggestions. Thanks and appreciate all youve done.
Hello Arvid, one more question. You went into texture file attributes and selected things like "utility raw", "sRGB", etc. I have no idea what all of those mean and why they were selected. Also, why did you go into a .tx file management utility? Why was this necessary? Thanks much!
Hey Keith! Great questions. I am using the ACES color workflow - for it to render properly I need to setting certain file color spaces. And for the tx manager - you can use the automatic tx converter, but I’m a bit old school, converting my textures manually before rendering.
hey arvid can i ask why did not you simply add extra Roughness for the glass instead of using coat and turning off the spec weight and keep the reflections clean that way? highquality content tnx btw!
You should change your screen resolution when recording. Nothing is seen in the videos. I use a resolution of 1080, in the video it is also at 1080 but the resolution of your screen seems to be in 4K and everything looks very tiny. I have tried first to view the video on a Smartphone but it has been impossible for me to be able to read anything, only to guess where everything is. Note: It's a comment before you watch the video, but I think you should check what I say on a 17-inch monitor or even a smartphone. (Translated by Google: Spanish to English)
I can see you have so many color space in file node like "utility_linier_srgb" and so on. I can not find all those in my maya 2019. Is it a maya version issue or you have some other plugin installed ?
What are your thoughts on Arnold's caustics limitations? I know you can get away with "soft caustics" to some extent, but there have been cases where I've had fairly good final renders, but get notes back requesting "sharper caustics"...at which point I either paint them in or do a quick caustics pass through a different renderer like Redshift or Renderman.
It really depends, I don’t care too much as I rarely need them. And if I do, I just find an image on the web and project them back on the plate. And if they really really need to be accurate o would switch to a different render.
Hey there, I closed my file the other night, and resumed the tutorial this evening, and found that my lower layers (roughness, water stains, and base) were unchangeable. I wanted to modify the bumpiness of the water drips, but could not. I found that none of the other layers would allow me to modify any of their parameters either.
Is it me or translucency material handling (and using base color as transparency level) is a complete disaster in SP? Does anyone knows if Mari has this kind of issues too? because after this nonsense I think I can't take SP anymore.
7:06 I believe that the proper way to enable Opacity channel on all texture set at once would be to simply create the project with the right shader from the beginning (PBR metalrough with alphablend). ua-cam.com/video/it0IOo502zk/v-deo.html
I can't wait for you to reach 1 million.. You deserve it man!
Thanks! But i'll take a loooong time :)
This is fantastic, I do use Substance, but not Maya and Arnold, but the principles in the nodes are basically the same. Learned a lot here, thanks, Arvid! I will subscribe!
Thanks for the tutorial! That ctrl+MMC for sharing the place2DTexture nodes is something I've always wanted to do but had no idea how
BEST TUTORIALS EVER! :)
Great tutorial mate! Learned a lot specially the water weary physical brush tips. Thanks! Regarding your question at 22:59 you need two things set in order for iray to render your refractions properly. The glass layer base needs to have the color enabled to white (black is very good to visualize as you did) and the opacity needs to be enabled but set to 1 in order for refraction to render correctly. Keep it up! Tks :)
Great Arvid, I'm getting into substance painter right now so this was good timing!!
Thanks Pontus! Much apreciato :)
This is great! Good overview and great explanation 💪🏼
When you add a levels , instead of manually trying to invert , it the bottom of that small graph there is an invert button,it will do it for you
Amazing Arvid, you're great. Just put the resolution lower for following tutorial please
Bro you are a genius i hope someday i can understand the software like you.
Aaw - thanks so much :)
Dude, nice tut!
Great video. Thank you.
So helpful. Thank you so much
Awesome tutorial Arvid!
Woooow I've learned so much in this video, this is awesome!
Niiice one! was looking for this kind of tutorial. Thanks Arvid.
Super.....gr8 tut many thx
Hahaha ....That Otter thing cracked me up XD
Haha 😂 yeah I guess you’re the first to comment about it
@@arvidurs btw nice tutorial ....especially detailing you do inside of the bottle was impressive 🙌🏻😇
So good, thank you!
Thanks
Great Tutorial!!!
You're welcome!
awesome! thanks
You awesome dude, thanks for the tutorial!!!!
Can the GUI be scaled, if so perhaps its handier for viewers if you scale it up. You on HDP screen and its super small. Almost impossible to what your doing in those sliders.
Great tutorial. Question. When I add a sticker/decal on the glass in substance painter it shows the back face. Is there a way to fix that with out making it geo ?
Great..discord is 👍 great.
Really Great effort , :)
That’s sounds like it wasn’t good enough?
@@arvidurs Sorry I mean great effort as in making things available and simpler for us. Thanks :)
It will be great to know how to compose refractive objects on post. What AOVs needed and so on. Lets say we have such bottle in front and want to replace BG on post but want to save all refractiveness. Thank you in advance!
Very good! How would 'add' a gradient color going from blue to red? ty
you can just use the gradient filter, with a black and white texture as input, and then just pick the colors you need :)
Hello Arvid, thank you very much for the tutorial. I have always had a doubt. Does the resolution of the texture that we place when making the Bake of the object also change when changing the resolution of the created materials? Or in case of changing our resolution of all the materials, do we have to redo the Bake with the new size for the textures? I hope I have made myself understood, thank you very much in advance for the answer.
thank for share..
Welcome 😊
nice video, thanks. have you come up with a solution to render it properly? i am trying to make a translucent mat, but no matter what i do, the color renders as black
yeah I haven't tried in a while, and I doubt that it has been fixed
hey arvid, i would love to know how you would create a sort of fog effect or what you would call water condensation effect like you would see in scuba diver goggles. if you know what i mean. awesome tutorial and i learned so much!
Hello Arvid, this is a great piece to follow along with. Im having an issue with the base color. Specifically when I apply the aiColorCorrect and increase exposure its affecting the glass and blows it out in render. Ive gone through all nodes and everything is good. Do you have any suggestions. Thanks and appreciate all youve done.
Hello Arvid, one more question.
You went into texture file attributes and selected things like "utility raw", "sRGB", etc. I have no idea what all of those mean and why they were selected.
Also, why did you go into a .tx file management utility? Why was this necessary?
Thanks much!
Hey Keith! Great questions. I am using the ACES color workflow - for it to render properly I need to setting certain file color spaces. And for the tx manager - you can use the automatic tx converter, but I’m a bit old school, converting my textures manually before rendering.
@@arvidurs Ooohh alright. Thanks man. Learned some stuff watching this. Thanks!
@@arvidurs Hello Arvid. Thanks for your indulgence. How do you know what color spaces work for which texture types? I know next to nothing about this.
*Hello. Please tell me what is the name of the program in which you open images and pictures?*
PureRef
@@kaimu8559, thank you
hey arvid can i ask why did not you simply add extra Roughness for the glass instead of using coat and turning off the spec weight and keep the reflections clean that way? highquality content tnx btw!
That opacity part looks more like a masking part. Did you mean transmittance for the glass?
So there is no transparency map export, I am a max user
do you ever use the macbeth chart, med grey ball, and the reflective ball when you look dev?
Only when doing shot work, and I have on set charts and balls. Otherwise it doesn’t make much sense. I already have a calibrated lookdev environment.
substance academy has a substance starter tutorial shows how to get glass to work in Iray. The lamp one :D
Yeah :D The lamp one is single sided glass though. So it’s not the same ;)
You should change your screen resolution when recording.
Nothing is seen in the videos.
I use a resolution of 1080, in the video it is also at 1080 but the resolution of your screen seems to be in 4K and everything looks very tiny.
I have tried first to view the video on a Smartphone but it has been impossible for me to be able to read anything, only to guess where everything is.
Note: It's a comment before you watch the video, but I think you should check what I say on a 17-inch monitor or even a smartphone.
(Translated by Google: Spanish to English)
haven't heard that one before
I can see you have so many color space in file node
like "utility_linier_srgb" and so on. I can not find all those
in my maya 2019. Is it a maya version issue or you have
some other plugin installed ?
They are coming from OCIO - ACES
what is your screen resolution. commands do not appear
What are your thoughts on Arnold's caustics limitations? I know you can get away with "soft caustics" to some extent, but there have been cases where I've had fairly good final renders, but get notes back requesting "sharper caustics"...at which point I either paint them in or do a quick caustics pass through a different renderer like Redshift or Renderman.
It really depends, I don’t care too much as I rarely need them. And if I do, I just find an image on the web and project them back on the plate. And if they really really need to be accurate o would switch to a different render.
Hei bro. thnks for the video. but we can't see because of the resolution. thanks again
Hey Arvid, What are you PC's specs? I'm just really curious.
Amazing tutorial as always!
For some reason my instantiate across texture sets is greyed out and not selectable. If it helps I'm running version 2020.2.2 (6.2.2)
I think I figured it out. I think I'm only using one texture set for the object I'm working on
@@terryrhuebottom were you able to fix it?
@@dylanweb Yea I had all my UV shells on a single map.
Hey there, I closed my file the other night, and resumed the tutorial this evening, and found that my lower layers (roughness, water stains, and base) were unchangeable. I wanted to modify the bumpiness of the water drips, but could not. I found that none of the other layers would allow me to modify any of their parameters either.
That sounds very weird. Double check if you locked those layers
@@arvidurs I never knew you could lock layers. Thank you. I'll look for that.
Will this transfer to Vray without any problems?
Can’t say for sure - but the shading principles should be identically. Parameter names etc could be different
I just found out if you Alt+click on a layer's channel it will disable all channels but the one you clicked.
i cant see anything :c the resolution it's too high
yeah sorry for that - substance doesn't have DPI scaling.
I can't see the words on the interface.
I know right! Get a 4K monitor 😂 JK won’t happen again
why do you disable the id when baking?
Because for a single mesh it doesn’t make sense.
@@arvidurs thank you
if you didnt make this on a 4k monitor the video would be 40% better
you cant see anything
Is it me or translucency material handling (and using base color as transparency level) is a complete disaster in SP? Does anyone knows if Mari has this kind of issues too? because after this nonsense I think I can't take SP anymore.
Totally agreed! Not sure why they can’t implement proper transmission materials
what is Use "Low Poly Mesh as High Poly Mesh"
it just tells the baker to use the low poly mesh for baking instead of you providing a high poly mesh;
Couldn't I do even smaller?
Can I see using mari?
How do you mean?
7:06 I believe that the proper way to enable Opacity channel on all texture set at once would be to simply create the project with the right shader from the beginning (PBR metalrough with alphablend).
ua-cam.com/video/it0IOo502zk/v-deo.html
Nothing happened, the opacity it's not showing
Wat is the IMG viewer name......???
PureRef
i have this HDRi 45:05, please!!!
what are you trying to say?
@@arvidurs where can i find that hdri?
@@Madth911 polyhaven.com/a/autoshop_01
@@arvidurs Thank you
at first I thought that the little breakup was related to the wall behind not the glass
Sorry in don’t follow
please don't record your tutorials in 4k. I cant see any thing.
cant read anything, too much resolution :(
Completely lost me on the base colour part at the end
good but cant see shit